What if there were parallel Earths, where each Earth is different, and on each unique Earth, the priorities on Earth are unique from one another?

In a distant future, scientists are able to build small alternate Earths. Exactly 504 such Earths have thus far been built. The scientists programmed each of these Worlds with an individual set of laws and rules which the residents strictly follow and consider most important for their lives. These may be exploration, consumption, economics, military, etc., and each is unique. You can visit all of these 504 alternate Earths to experience how the people are living, and decide which of these worlds harbors the best civilization. On which World do you want to live? Explore them all and decide!

504 is a game that creates 504 different games out of one box. The game consists of nine modules:

Module 1: Pick-Up & Deliver

Module 2: Race

Module 3: Privileges

Module 4: Military

Module 5: Exploration

Module 6: Roads

Module 7: Majorities

Module 8: Production

Module 9: Shares

In each single game, you pick three different modules from the nine available and assemble them in any order you like to create a new game. For example, you can play:

a racing game that expands through exploration with technology improving the racing or exploration (World “253″).

an 18XX-style stock game with network building for income and production sites to provide workers for the road building (World “968″).

a war game with a pick-up and deliver economy and bonus scoring from majorities (“World 417″).

Each single game takes from 30 to 120 minutes to play.

504 is in the new Stronghold Games” The Great Designers Series – #2, which will be an ongoing series of games featuring the greatest game designers from around the world. 504 is designed by the great game designer Friedemann Friese.

Among the Stars takes place in a war-ravaged galaxy where the warring alien races have declared peace in the wake of a threat with the potential to destroy them all. An Alliance is established to build space stations throughout the galaxy in order to promote trade among the races, strengthen diplomatic relations, and defend against this impending threat. Each player takes the role of one of those races trying to build the greatest space station. Through card drafting, the players select locations, and use these to build their station, scoring victory points based on the placement. The construction lasts four years, and alien race with the most points at the end wins.

Among the Stars is a critically acclaimed game, which uses card drafting (like in “7 Wonders“). It was originally published only in Europe by Artipia Games, and it has been unavailable in retail channels throughout the rest of the world. Stronghold Games is proud to bring this game out for the North American, Asian, and Australian gamers!

All expansions for Among the Stars will be published by Stronghold Games as well, so stay tuned for the rest of this great game line!

Here is a wonderful thematic video featuring the great gameplay of Among The Stars at this link:

Among the Stars takes place in a war-ravaged galaxy where the warring alien races have declared peace in the wake of a threat with the potential to destroy them all. An Alliance is established to build space stations throughout the galaxy in order to promote trade among the races, strengthen diplomatic relations, and defend against this impending threat. Each player takes the role of one of those races trying to build the greatest space station. Through card drafting, the players select locations, and use these to build their station, scoring victory points based on the placement. The construction lasts four years, and alien race with the most points at the end wins.

Among the Stars is a critically acclaimed game, which uses card drafting (like in “7 Wonders“). It was originally published only in Europe by Artipia Games, and it has been unavailable in retail channels throughout the rest of the world. Stronghold Games is proud to bring this game out for the North American, Asian, and Australian gamers!

All expansions for Among the Stars will be published by Stronghold Games as well, so stay tuned for the rest of this great game line!

Here is a wonderful thematic video featuring the great gameplay of Among The Stars at this link:

NOTE: This is a “Ding & Dent” copy, which means it will have some superficial damage to the game box. The components will be in good condition, and the game will be completely playable. The game is new/shrinkwrapped, but being sold at a discount only due to the minor damage on the box.

The Great Galactic War is upon us! The Alliance of Races in the galaxy move swiftly to build their space stations with new technology that they are creating to defend against the impending threat.

Among the Stars: Expanding The Alliance (formerly known as “The Promos“) is the second expansion for Among the Stars. This expansion can be combined with the base game and/or the first expansion, Among the Stars: The Ambassadors.

Among the Stars: Expanding The Alliancefeatures a significant amount of new game material for lovers of this great game system, Among the Stars. See “More Information” for the extensive list of included components.

The Among the Stars line of games is critically acclaimed, using card drafting (like in “7 Wonders“). It was originally published only in Europe by Artipia Games, and it has been unavailable in retail channels throughout the rest of the world. Stronghold Games is proud to bring this game out for the North American, Asian, and Australian gamers!

All expansions for Among the Stars will be published by Stronghold Games as well, so stay tuned for the rest of this great game line!

Here is a wonderful thematic video featuring the great gameplay of Among The Stars at this link:

Among The Stars: Intelligence Agency is a set of 2 (TWO) identical promo cards for Among the Stars. These were released only at Gen Con and Essen 2014 with the purchase of an Among The Stars product at the convention. Two of these cards are used together in a game of Among The Stars, which is why two are provided in this promo set.

Among The Stars: Intelligence Agency gives your space station points for Red locations in another player’s station that you don’t have. It is a great way to capitalize on the militaristic ways of your opponents!

Among The Stars: Intelligence Agency is available here for a limited time and in limited quantities.

A new era has begun. The Alliance”s attempt to revive the worlds that were destroyed during the Purge was met with great success and the future looks bright for the first time. Those sectors that were abandoned before, have now become very active and are blooming with life.

Due to the increased traffic, the construction of new Stations in the area was deemed necessary. Once again, the alien races rush to build the best Space Station, in order to take advantage of the new opportunities that arise. To that end, Advisors are being sent by the Alliance to assist in the construction.

Among the Stars: Revival is a new expansion for Among the Stars, which can also be played as a standalone game for two players!

Among the Stars: Revival introduces brand new strategic two-player rules and exciting new mechanisms that add more interaction in the game and more things to consider when drafting a card.

• New 2-player rules – more strategic and skill-testing especially for 2 players! These rules can also be used for Among the Stars base game.

• Spaceships – a new highly-interactive mechanic used by many of the new cards. It allows the players to put Spaceship tokens on the Stations, preventing anyone from building on those spaces.

• Advisors – a new module that can be optionally added in a base game of Among the Stars. It increases competition among the players in order to control Advisor cards that grant them special abilities as well as additional victory points.

Among the Stars: Revival can also be enhanced by using the miniatures from the Among The Stars: Miniatures Pack (available now separately).

The great game reviewer, Richard Ham (“Radho”) did a “Radho Runs Through” for Among The Stars: Revival. Of course, Radho loves the game! You can watch his entire run-through of the game, or go directly to his final thoughts. Both of these are linked here:

In order to assist in the construction of their space stations, each race has formed a team of ambassadors to visit other space stations in need. These ambassadors are willing to offer their services and strengthen the bonds of the newly-formed alliance.

Among the Stars: The Ambassadors introduces ambassadors with the addition of a fourth action that allows the players to invite them to their station and make them part of their Council. Each ambassador comes with a different ability, based on his race”s strengths and capabilities. However, there is limited space in each player”s Council so they have to choose wisely who they are going to invite. Among the Stars: The Ambassadors greatly increases play interaction into this already exciting and tense game!

Among the Stars: The Ambassadors is a boxed expansion for Among the Starsfeaturing more than 150 new cards. Apart from the Ambassador cards, it includes more than twenty different new Locations, new Objectives, a new Alien race, and new Conflict sets (to replace the original one, rather than mix with).

The Among the Stars line of games is critically acclaimed, using card drafting (like in “7 Wonders“). It was originally published only in Europe by Artipia Games, and it has been unavailable in retail channels throughout the rest of the world. Stronghold Games is proud to bring this game out for the North American, Asian, and Australian gamers!

All expansions for Among the Stars will be published by Stronghold Games as well, so stay tuned for the rest of this great game line!

Here is a wonderful thematic video featuring the great gameplay of Among The Stars at this link:

In Animals On Board, you have an ark, and you want to take as many animals on board as you can. Unfortunately, a guy called Noah claims all animal pairs for himself, and he has obtained an anti-pairing law. Therefore, any animal for which a player has exactly two on board at the end of the game must be handed off.

However, you can circumvent the law if you manage to gather three, four or even five animals of a species. These are considered a herd and are not only permitted, but even more valuable. It would be so easy if it wasn’t for a minor issue: To form a herd, there usually is no way around getting a pair first…

When the arks depart, will you win the game by having the most valuable Animals On Board?

Stronghold Games presents this family game, which can also be played by more serious gamers, as in Animals On Board there plenty of little tricky little decisions to make to get the most optimally filled ark!

It”s not easy being a member of the United Nations Security Council, but you were born for the challenge. Your country has chosen you to protect their interests. If that means you have to bend the rules a little bit, well that”s just he cost of justice, right?

Article 27 takes place in the not-too-distant future. You assume the role of one of the permanent members of the Security Council, which means you wield the power of the veto. No proposal can pass when a member uses their veto, so there had better be something in the deal for you!

Each player will take a turn as the leader of the Security Council and try to get a proposal passed. Negotiations can include side-deals, threats, or out-right influence-peddling! But once the gavel comes down it”s time to vote, and the other players might not live up to their end of the deal. (Oh… and yes, it comes with a real wooden stained gavel!)

In the end, the player who has earned the most influence points is the winner…and it”s rarely the most honorable!

Article 27 takes just 6 minutes per player to play, and it does not require any knowledge of politics or the United Nations to enjoy. If you like games of negotiation, you”ll love Article 27!

Article 27 refers to the portion of the United Nations Charter that confers veto power onto the permanent member of the Security Council.

In the not-too-distant future, the U.N. Security Council has seen a change. The permanent members have admitted the nation of Germany, and this has brought many new ideas and debates to the council chambers. The world”s problems continue, and the Security Council must decide how to best address them by holding a series of Proposals.

As one of the delegates of the Security Council, you must attempt to work with other nation”s representatives, but in doing so you must ensure that your country comes away with the most Influence Points at the end of the game. The player with the most Influence will win, and bribes are plentiful if you know how to ask for them!

All the delegates enjoy the power of the Veto. A player who uses a Veto does so at a great cost, but ensures that any Proposal is defeated. As the Secretary General, your job will be to ensure that a Proposal is passed, but that it benefits you the most of all!

In Bear Valley, you must be the first to survive the treacherous wilderness and escape to the safety of the camp at the end of the valley. A unique map, featuring beautifully illustrated realistic art, is built by the players as they explore the wilderness, so no two games will ever play the same.

Dive into caves, row canoes, cross bridges, climb mountains, and cut through treacherous underbrush as you stop at nothing – except bears – to be the first to reach base camp.

Can you survive and escape Bear Valley?

Featuring beautiful landscape art, custom Meeples, and both basic and advanced game rules, Bear Valley is both beautiful on the table, and has the unique game mechanics that you would expect from a Carl Chudyk game!

Estoril is small town near Lisbon, Portugal. Having a luxury casino, beautiful beaches, and wonderful weather, the region was a center of diplomacy — and spying — during World War II.

In City Of Spies: Estoril 1942, players are competing against each other to form the most powerful and influential secret organization of spies. Based on historical facts, the game takes place on famous locations in Estoril.

Six locations are randomly selected to be used for the first round, such as casinos, hotels, beaches, etc. Control of these will be fought over in each of the four rounds of the game. Special Agents are then placed on each location as the reward for who have the most influence on that location.

Players begin the game with the same hand of Agents (tiles) and will take turns placing these tiles in the open spaces of the various locations on the board. At the end of each round players check each location to see which player gains the reward for that location.

At the end of the fourth round, players will total up the points of their Agents plus any special game objective they might have completed. Whoever has the most points wins.

City Of Spies: Promo Cards is a mini-expansion for City Of Spies: Estoril 1942.

This mini-expansion consists of 5 promo cards (tiles) for use in the base game. The characters (and the Enigma machine) are representations of historically accurate spies and devices from the WWII period of the game.

In the game CO₂, each player is the CEO of an energy company responding to government requests for new, green power plants. The goal is to stop the increase of pollution, while meeting the rising demand for sustainable energy — and of course profiting from doing so. You will need enough expertise, money, and resources to build these clean power plants. Energy summits will promote global awareness, and allow companies to share a little of their expertise, while learning still more from others.

The Arctic is especially vulnerable to the effects of global warming, as has become apparent in the melting sea ice in recent years. Climate models predict much greater warming in the Arctic than the global average.

“CO₂ – Arctic mini-Expansion” adds the Arctic area in game, a global Event – The Arctic Melts, and The Arctic Company Goal card.

By the way, if the pollution isn’t stopped, it’s game over for all of us.

The city of Essen, Germany at the turn of the 20th century was a center for coal mining in Europe. Immerse yourself in the dark world of coal mining as you extract coal from pits, load coal to wagon trains, and then rail your coal off to distant locations in search of fortunes.

Coal Baron: The Great Card Game is a standalone game based on the very popular board game, Coal Baron, originally published in 2013. With innovative mechanisms and almost 240 cards, Coal Baron: The Great Card Game creates an experience that feels very distinct from, yet is just as intense as, the original game.

Coal Baron: The Great Card Game is designed by the most successful design duo in boardgaming history, Wolfgang Kramer and Michael Kiesling. Kramer & Kiesling were also recognized for their achievements in board game design with the designation of their 2016 game, Porta Nigra, as the first game in the Stronghold Games “The Great Designers Series – #1“.

The classic code-cracking game is back in a 30th Anniversary LIMITED Edition!

Be the first to “crack your code”! Code 777 is a game of logical deduction, great for parties and families!

Crack your code first! You can see your opponents” codes but not your own. Using questions and logic, try to deduce which three numbers are hidden in front of you. Once you”re reasonably sure, then you can take a guess. But if you”re wrong, you have to start over with a fresh set of tiles…

A classic game from Robert Abbott and Alex Randolph.

In 2010, Stronghold Games released its first game, Code 777, adding both a fifth player to the game and symbols to make it colorblind-friendly. Now, in 2015, Stronghold Games releases Code 777: 30th Anniversary Limited Edition, which is the final edition from Stronghold Games. This final edition includes:

The players each receive a rack, a sheet from the notepad, and a CODE 777™ card. Each player then takes three tiles placing them on their rack facing away so that the player cannot see the numbers. The numbers on the tiles must be fully visible to all the other players. Each player can now see the numbers of all his opponents but not those in his own rack.

The Question cards and the tiles are shuffled and placed face down in the center of the play area. In turn, each player takes the top question card from the stack, reads it out loud and answers the question asked. The question is about the numbers that the player can see and not about the numbers on his own rack. For example, a question may be, “Do you see more blue sevens or more sevens of a different color?”

The answer may be “More blue” or “More of a different color” or “Just as many” (this is the answer if there are the same numbers of sevens or if there are no sevens at all). The player simply counts the tiles indicated by the question and provides the answer to all other players. Each answer gives everyone, except the reader, a bit more information.

If a player thinks that he knows the numbers on his rack, he can guess the solution. One point is awarded for a correct solution. No points are scored for a wrong solution. In both cases the tiles are taken out of the player”s rack, and replaced by three new ones. The first player to score three points is the winner.

The Cold War. A dangerous time for the world. A dangerous time to be a spy… but that is exactly what being a spy is all about. As the shadowy clouds of intrigue and subterfuge settle across the globe you have been called upon by your country to obtain the Top Secret information that will ensure your country’s safety and supremacy. But not all is as it seems; your spies are difficult to control on a global scale, and even worse, there’s a Double Agent in your midst who threatens the entire mission!

Can you achieve your goals at the expense of your opponent, or will the entire operation collapse in a sea of Confusion?

Confusion: Espionage and Deception in the Cold War combines the mechanics of Deduction, Area Influence, Bluffing, and the mechanic of “Espionage”, which means that even when you believe you know just what your Spy can do, he may be the opponent’s Double Agent and is working against you!

Confusion is designed by the genius of Robert Abbott. This game has never been published in North America. Stronghold Games is proud to bring this great design to you.

Confusion: Espionage and Deception in the Cold Warhas now won THREE major gaming awards! They are:

Confusion: Espionage and Deception in the Cold War takes players back to the early 1960s and the Cold War between the United States and the USSR. Each player takes on the role of their selected nation’s spy agency: the CIA or the KGB. Confusion is a game of deduction and area control, as you determine how to influence your Spies, control the global spy network, and deliver the Top Secret Briefcase to win the game!

At the start of a game of “Confusion”, players aren’t aware of the talents and skills their spies possess! Your opponent can see what your spies can do, but you cannot. Your job as a wise leader is to first deduce exactly how each of your spies move, then employ your knowledge by using each spy for maximum effect.

But be on alert, because your opponent has placed a double-agent in your team of spies!

The first player to take the Top Secret Briefcase from the middle of the board and deliver it to his opponent’s side of the board is the winner!

The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning. Now, the barbaric kingdoms that lie beyond the galactic frontier are amassing their strength, choosing this pivotal moment to strike at the heart of the fading republic, establishing new empires built upon the ashes of decaying civilizations. But these outer systems are not yet strong enough to engage the forces of the Core Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder tactics. They must build up their energy resources to launch magnificent fleets and overwhelming ground forces. Then, when the time is right, they must strike at the galactic core itself, claiming the most exalted planets for themselves. The barbarian kingdom that achieves these goals will carve out the greatest empire in the galaxy… and rule the Core Worlds!

Each player controls a barbarian Star Empire represented by many cards. Throughout the game, players will invade Worlds and draft new Units and Tactics into their Empires. Each card lists its Empire Points in the upper right corner. The player whose Empire contains the most Empire Points at the end of the game is the winner!

Core Worlds is a deck-building card game for 2 – 5 players. The following are the central concepts of Core Worlds:

Central Zone: Throughout the game, new cards are drawn from the five Galactic Decks and placed face up in the Central Zone, the game’s common play area. These cards include new Units and Tactics that the players can draft into their Empires, as well as Worlds that they can invade.

Empire: Each player represents an Empire that begins with a Home World and a Starting Deck. A player’s Empire consists of all of the cards in his hand, draw deck, discard pile, and Warzone (tableau).

Fleet Strength: Each World possesses a Fleet Strength that represents the starships that defend it from attack. A World’s Fleet Strength must be matched in order for that World to be successfully invaded. Many Units possess a Fleet Strength that a player can use to invade a World.

Ground Strength: Each World possesses a Ground Strength that represents the infantry and other ground forces that defend it from surface assault. A World’s Ground Strength must be matched in order for it to be successfully Invaded. Many Units possess a Ground Strength that a player can use to invade a World.

Invasion: In order to add new Worlds to his Empire, a player must launch Invasions. A player performs an Invasion by discarding enough cards from his Warzone to match the Fleet Strength and Ground Strength of the World he is invading.

Warzone: Each player’s Empire includes a Warzone, an area in front of the player where her conquered Worlds are displayed. Players also deploy Units from their hands face up into their Warzones, and later use these Units to invade new Worlds.

The Galactic Realm has collapsed! As a barbarian Star Empire on the fringes of the galaxy, you must seize this moment to lead your kingdom on a strike against the Core Worlds!

However, the six Galactic Orders of the Realm still exist, and continue to wield tremendous power. Your fledgling Empire must forge alliances with these powerful Orders, calling upon their aid tactically… or drawing upon them strategically in the final push to assume the mantle of galactic supremacy!

Core Worlds: Galactic Orders is the highly anticipated first expansion to the one of the galaxy’s hottest new deck-building games!

In Core Worlds: Galactic Orders, players begin to forge alliances with the six Galactic Orders, powerful organizations that have maintained their independence in the midst of a crumbling empire.

These Orders were represented in the base set of Core Worlds by the six Prestige Cards: the Galactic Senate, the Science Guild, the Merchant Alliance, the Mining Coalition, the Order of Knighthood, and the Mystic Brotherhood. The Core Worlds: Galactic Ordersexpansion focuses on these six independent organizations and their influence upon a galaxy at war.

Many players noted the enigmatic icons on many of their Units and Tactics cards in the base set of Core Worlds, and the rulebook mentioned that these would be used in future expansions. Well, this is the first expansion to use them! Each Galactic Order is represented on the table by a large Galactic Order Card that specifies the special power associated with that Order, and each player starts with 20 Faction Tokens that match the Faction symbols on their Starting Decks.

Whenever you deploy a Unit or play a Tactic with a Galactic Order Icon on it, you get to place your Faction Token onto the corresponding Galactic Order Card. If you leave your Faction Token on that Galactic Order Card for the remainder of the game, then you’ll score bonus points at the end of the game if you have the most Faction Tokens on that Galactic Order Card. However, if you wish to use the special power associated with a particular Galactic Order, then you must remove one of your Faction Tokens from that Galactic Order.

Therefore, you must strategically balance your use of the Galactic Order powers throughout the game with your hope to score the most points from that Galactic Order Card at the end of the game. Furthermore, the amount of points you receive is variable based on the number of tokens you have on the Galactic Order Card, so even if you will clearly win a particular Galactic Order, using its power will still diminish your final score.

So what kinds of powers do these Galactic Orders provide that could tempt you to spend your Faction Tokens and thereby reduce your final score to use them? Well, the Galactic Senate lets you take an extra Action, the Mystic Brotherhood lets you draw 3 cards, and the Order of Knighthood lets you add +2 Fleet Strength or +2 Ground Strength to any Invasion. How’s that for temptation?

And to add further temptation, there are also a whole slew of new Units and Tactics added to each Galactic Deck that allow you to spend your Faction Tokens in unique ways. For example, the Mutant Berserker (see right) will allow you to spend one of your Faction Tokens from the Science Guild to allow it to stay in play after invading a World. That’s not normally how the Science Guild works, but many Units like the Berserker provide you with a whole new universe of ways to spend your tokens.

Now you might be thinking that these tokens make the game easier since they provide so many new options to players. However, we have also added a new card type, Events, that provide new challenges for players as they advance into the different Sectors of the game.

Most of these Events provide players with a choice of how they are affected by the Event, so therefore players must decide the best way to face each of these challenges. For example, if the Prince of the Realm (see left) shows up in Sector 5, players must choose to spend either 1 extra Action or 2 extra Energy to draft a Prestige Card. Similarly, if the Local Mercs show up in Sector 3, players must choose whether or not to pay them off by spending 2 extra Energy when invading a World; otherwise, they’ll have to fight the Mercs, who provide the World with +1 Fleet Strength and +1 Ground Strength. And since the Events are keyed to specific Sectors, players also get a stronger sense of the flavor of the Core Worlds universe as they travel deeper and deeper towards the galactic core.

Although we felt it was important to completely design and playtest the expansion before releasing the base game, we also closely monitor player comments on boardgamegeek.com and on other sites throughout the internet. We have therefore created some additional features that directly respond to player’s desires for future expansions.

In particular, we noticed that players really wanted more ways to cull their decks, and also that players wanted greater incentives to do more invading in Sectors I & II. One of the ways we have addressed both of these concerns is by introducing a new type of card called Advancements, which attach themselves directly to Worlds in your Warzone. There will only be one Advancement in this expansion, but you can expect to see many more in future expansions. The Advancement that comes in Galactic Orders is called the Capital City, and every player starts with it attached to his or her Home World. During each Energy Phase, the Capital City allows a player with at least 3 Worlds in his or her Empire to place any card from his hand beneath the Capital City for the rest of the game. So now you can cull one card every turn (even those pesky Tactics!) once you have conquered your first two Worlds. Suddenly, running out and conquering Worlds during the first two Rounds becomes much more important!

Players have also noted that players who deploy all of their cards in the first few turns gain a healthy advantage over those who would rather spend some of their time drafting and invading. Also, players really wanted to see more creative names for their Home Worlds. So we have taken this opportunity to re-issue the five starting Home Worlds with new names and one additional ability. They retain the ability from the base set (discard 2 cards for 1 Energy), but the other ability is new. Now, during the Draw Phase, if the number of Worlds in your Warzone is greater than the number of Units in your Warzone, you get to draw an extra card! Therefore, players who draft lots of cards and invade lots of early Worlds will receive compensation by being able to move more quickly through their larger decks. The “thin deck” strategy is still just as viable as before, but now those who want to draft more cards (and get those Galactic Order Icons into their decks more quickly!) have an equally viable strategy. The more viable strategies in the game, the better for everyone!

Some features requested by players will not appear in this expansion, but we are planning to add them to future expansions, including the ability to draft unique Home Worlds and starting Heroes. So hang tight, galactic barbarians, the Core Worlds universe will continue to expand for millennia to come!

The Supreme Monarch gazed out his palace window, trembling with rage at the galaxy that had forsaken him. For long months he had retained his people”s allegiance by branding his enemies as barbaric invaders, as marauders whose only goal was to plunder and ravage his empire. But now reports were spreading that these invaders were rebuilding their conquered worlds and adorning them with marvelous advancements. Moreover, many of the realm”s greatest heroes were flocking to his enemies” side, and their heroic exploits were fast becoming the stuff of popular legend.

The situation had worsened. This was no longer a mere incursion into his territory, a simple uprising to be quelled. The galaxy now stood at the threshold of something far greater, something far more dangerous. And his people dared to embrace it! But he would make his people suffer, even if his retaliation ended in the devastation of entire worlds. He would not allow his kingdom to betray him with impunity, even if he was ultimately powerless to stem the tide of the coming REVOLUTION!

Core Worlds: Revolution allows players to delve deeper into the story of the Core Worlds universe. Players will be able to build incredible Advancements on their conquered Worlds, including Cosmic Terraformers, Wormhole Generators, and Dark Energy Power Cores. Players will also be able to employ Heroic Tactics keyed to specific Heroes, such as Baron Viktor”s “Sacrificial Lambs”, the Promethean Cyborg”s “Accelerated Procurement,” and Queen Alais”s “Warrior Queen.” Each Hero will command 3 unique Heroic Tactics kept in a separate Heroic Deck beside the players” regular draw decks. The expansion also features 3 new Heroes (Captain Alexander, the Prophet, and Duke Magnus), each complete with his own set of Heroic Tactics.

Core Worlds: Revolutionincludes nearly 100 new cards that magnify the richness and excitement of the Core Worlds universe!

The Stronghold can simultaneously invade with intense Fleet Strength (5) and Ground Strength (5). When backed up by a variety of unit types, The Stronghold is easier to deploy into the Warzone, so ensure that your commanders are well rounded for battle.

The Stronghold is a promo card for our deck-building game, Core Worlds.

In Cottage Garden, you compete in the art of gardening and are working two beds with a variety of flowers. Whenever no unplanted box is visible on a bed, you have completed it, then you count your points and replace it with a fresh, unplanted bed. You gain points for all of the visible plant pots and planting bells.

In more detail, players select various polyomino tiles (like “Tetris pieces”) of flower beds from a central market grid, depending on the location of the “gardener”, then place them on one of their two personal garden boards. Each board has several garden elements that are worth points when not planted over, and these are scored on two different tracks as soon as a garden has been finished. Crossing over a line on each track awards bonus tokens that can fill in empty spaces or give you a better selection of the flower bed tiles. Whenever a garden is finished, you receive a new one to complete. After the gardener completes her fifth lap around the market, the game enters its last round. The player with the most points from their completed gardens at the end of the game wins.

Cottage Garden can be played from 1-4 players… yes, even 1 player! Cottage Garden is based on the game Patchwork, but adds much additional game play and a wider range of player count.

Cottage Garden is designed by the famous game designer, Uwe Rosenberg. Due to Mr. Rosenberg”s amazing work in the game industry, Stronghold Games is proud to place this game in The Great Designers Series, #8 in this series of games from the most renown game designers in the world.

Strange noises are heard from the Mad Mansion of Doctor Gloom! Clouds of all colors come out of the chimney, and people tell weird stories about wild creatures seen in the forest around the mansion. Doctor Gloom is creating the world”s craziest creatures ever seen!

In Crazy Creatures of Dr. Gloom, players try to get rid of all of their cards, since cards remaining in your hand score penalty points at the end of a round. The player with the fewest penalty points at the end of the game wins… and becomes Doctor Gloom”s new apprentice!

Designed by the great game designer, Michael Schacht, Crazy Creatures of Dr. Gloom is a masterpiece of game design in its simplicity and fun factor! Stronghold Games is proud to bring this great card game to you!

This game has been released in Europe as “Crazy Creatures of Dr. Doom”, but due to trademark issues, the Stronghold Games edition has been renamed to “Dr. Gloom”… We would prefer not to have any (more) multi-billion dollar companies mad at us…:)

• Designed by world renowned game designer Michael Schacht!
• Fast, fun card game with simple rules
• Try to get rid of all your cards or prevent other players from doing so
• Excellent family game: short duration; playable by young children as well.
• Great cheerful monster drawings by Dennis Lohausen (also did “Little Devils”)

In Crude: The Oil Game, players take on the role of oil company CEOs, seeking to expand their companies into multi-national energy mega-corporations. Just as with real world energy companies, player will setup facilities for oil drilling, oil pumping, oil refining into gasoline, and gasoline selling to the consumer… all of which are represented by actual plastic pieces placed on the board! Players also speculate by buying and selling oil and gasoline barrels in both the domestic and foreign markets…again represented by actual plastic barrels in their playing area!

However, the changing economic climate, as well as sudden world news events, will challenge players to keep a long-term strategic view of the world energy markets. The first player to reach a corporation value of $750 million is the winner!

Crude: The Oil Game is not only a great simulation of the global oil markets, but with almost 300 plastic playing pieces, it is a sight to behold! Known as McMulti when it was printed in Europe almost 25 years ago, this great game is finally back in print after many years!

The history of “Crude: The Oil Game”, one of the last remaining “Grail Games” for the hobby gamer:

“Crude: The Oil Game” was originally self-published by the Designer, James J. St. Laurent, in 1974 in the USA under the title “Crude: The Oil Game”. It was widely received as a break-through in euro-style and economic simulating games. It was then republished in an unauthorized version as “McMulti” without the knowledge and consent of the original Designer.

As “McMulti”, the game garnered even more attention due to its use of *hundreds* of beautiful little plastic pieces to represent the various game elements: oil barrels, gasoline barrels, oil drilling rigs, oil pumps, oil refineries, and gasoline station facilities.

The Stronghold Games edition of this great game includes an updated ruleset and an improved economic engine created in conjunction with the original designer, James J. St. Laurent. This will hold true to the beauty of both the game”s mechanics as well as the game components used in the unauthorized version. The plastic pieces from the “McMulti” edition have been either kept the same or *improved*. For example, the Refineries have greater detail to them, and the Oil Drilling Rigs are truly three-dimensional and stand up tall on the playing board.

The Designer, James J. St. Laurent, passed away in 2011 during the re-development of the game, causing a delay in the completion of the production. A Tribute to Mr. St. Laurent is included in the rulebook. To say the least, he was a great man, who will be missed by many.

WELCOME TO DARK MOON. The Noguchi Masaki interplanetary mining corporation welcomes you to its outpost on Titan, the dark moon of Saturn! You will be joining an experienced crew of miners, technicians, and adventurous souls who live to experience all the wonders that our solar system has to offer. Purpose, loyalty, camaraderie, friendship, and sacrifice all await you as a new and valued member of the Noguchi Masaki family!

Dark Moon (formerly known as BSG Express), is a game of deception and betrayal at the cold edge of space.

You are a crew member on a deep space mining expedition to Titan, the dark moon of Saturn. During a routine excavation, an “incident” occurs whereby some of the crew become infected with an unknown virus, and become paranoid, deceitful, and violent, trying to destroy the others.

At the start of the game, players are divided into two teams: Uninfected and Infected. The Uninfected team simply needs to survive until the end of the game, while the Infected team secretly attempts to destroy them. Each player knows which team they are on, but does not know which team the other players are on! Who is your teammate and who is your enemy? Can you trust your best friend? And why doesn’t anyone trust you when you tell them you’re one of the good guys?!

Roll dice, overcome traumatic events, throw your friends in quarantine when you don’t believe them, and (if you’re Infected) betray everyone at just the right moment to secure victory!

Dark Moon, in its former incarnation as BSG Express, was the most dowloaded print-and-play game ever on Board Game Geek. Dark Moon has now been rethemed, reimagined, streamlined, and professionally published in this new edition. If you like the hidden traitor mechanics of Battlestar Galactica(tm) but are not fond of the 3+ hour game play times often associated with it, you will love the fast-paced nature of Dark Moon, which clocks in at 60-75 minutes in length!

Diamonds is a trick-taking card game in which players collect Diamonds — not cards bearing that suit, mind you, but rather actual “Diamond Crystals” (acrylic crystals) included in the game.

What makes the game of Diamonds different from other trick-taking card games is that when you cannot follow suit you get a “Suit Action” based on what suit you do play. Suit Actions are also taken by the winner of each trick, as well as at the end of a full Round of play.

Suit Actions will enable players to take Diamond Crystals from the Supply, moving them to their Showroom (where they may score 1 point) or to their Vault (where they will score 2 points). The Vault is a secure area, but the Showroom is vulnerable to theft by the other players. Whoever has the most points in Diamond Crystals at the end of the game wins!

Diamonds features great components, great gameplay, and stunning Art Deco stying with metallic gold and silver inks.

Diamonds is designed by the master of card games, Mike Fitzgerald. We are proud to make Mike”s game the first in the new “Pocket Line” for Stronghold Games.

Diamonds: The Thief, a mini-expansion for Diamonds, consists of a 60mm (2.4 inch) circular wooden token (“The Thief”) that moves around the table whenever the clubs suit action is taken. The rules for using The Thief change/replace the rules for the the Club Action in the base game of Diamonds.

NOTE: This new Clubs Suit Action is mandatory for all official Diamonds Tournaments starting in September 2016.

Once upon a time there was a marvelous forest full of gorgeous fruits. These fruits could be squeezed and mixed into the most delicious juices. You live in this forest and are in search of the most savory fruits. Friendly forest dwellers will help you in different ways. You are greedy and thirsty. Who will be the first to satisfy their appetite for Fabled Fruit?

Fabled Fruit is a Fable Game(tm), a new and unique concept in game experiences, where the gameplay changes over time. The game starts in an initial, simple state, but as you explore deeper into the game system, the mechanisms and gameplay will evolve over time.

You play the game many times, and each play changes the game slightly. Unlike in a Legacy game, however, the game is never permanently changed. At any time you may easily restart a Fable Game(tm) from the beginning, either after you have run through the entire game system, or at any time during the many plays you will get from this game system. This Fable Game(tm) will remain just as playable on the 20th play as it was on the first plays of the game.

Fields of Green takes place in the second half of the 20th century. Players take the role of farm owners trying to expand their property and business. By adding fields, livestock and facilities, they build an economic engine that will bring them closer to victory.

Fields of Green, inspired by Among the Stars, is played over four rounds (years) during which players draft cards and add them to their ever-expanding farms. At the end of each year comes the harvest season when they must water their fields, feed their livestock, and pay maintenance costs in order to receive valuable resources that will allow them to further expand in the next year.

Through various means, player eventually convert their wealth to victory points, and the player who gathers the most by the end of the fourth year wins at Fields of Green.

The excitement in the air is electric as the leaders round the last corner and head for the finish line. Each team has used cunning and skill to position their sprinter for this moment, but only one has done enough to pull off the win!

Will your team lead from the front and risk exhaustion? Should you play it safe in the middle of the pack? Could you surprise everyone by striking from the back? Can you time your move perfectly?

Anyone can race, few become champions!

Flamme Rouge is a fast-paced, tactical bicycle racing game where each player controls a team of two riders: a Roller and a Sprinter. The players’ goal is to be the first to cross the finish line with ONE of their riders. Players move their riders forward by drawing and playing cards from that riders specific deck, depleting it as they go. Use slipstreams to avoid exhaustion, maximize your use of of the downhill terrains, and position your team for a well timed sprint for the win!

Deep in the forests of the North lives an enchanting elf tribe called the Frogriders. Each spring, they hold a tournament in which their four major squads perform a mock battle. Whoever best manages to capture valuable units and make clever use of their special abilities will take the victory!

Frogridersis a tactical family game in which you collect the custom-molded plastic figures by making them leap over one another. Each of the collected Frogriders enables you to keep it for scoring or return it to the tribe”s village in order to use its special ability.

Due to the many different privilege cards and several scoring cards (of which only a few are used each game), there are a lot of tactical nuances to discover and many strategies to employ to win at Frogriders!

Join forces with fellow players to beat cards played by other players…or independently play the highest card to outdo all your opponents together, flushing their cards down the drain!

Fuji Flush is a fast, fun, easy-to-learn card game that will have you shouting as your cards are sent down the drain!

Fuji Flush is a card game, which consists of cards numbered 2 through 20, with higher numbers being rarer. Each player holds six cards at the beginning. In clockwise order, players play one card each. If it is higher than another card currently on the table, the lower card or cards are discarded and the players who had played the lower cards must draw a new card. However, if two or more players play the same number, the card values are added together. When it is a player”s turn and their card is still in front of them, they can discard it without redrawing. First player(s) to get rid of their cards wins!

Fuji Flush is supports from 3 to 8 players! A great game for large player counts!

A large, rich house must of course contain a large, stocked refrigerator. And there, you will find a lot of cheese!

All mice from around the neighborhood have been waiting and longing for the day when the family will leave the house, and they dream of stuffing themselves with that delicious cheese…

Then one day, it happened! All the mice rushed to the feast, trying to beat their rivals to the goal, and hoping that the vicious cat won”t see them…

Whose mice will be able to steal most cheese, whose cats will catch most mice, and whose dogs will chase away most cats? This is the start of a fearsome fight for food and fame, as you Get The Cheese!

Get The Cheese!… it’s a game of Cat vs. Mouse vs… Dog!

Simple, fast fun, but with many tough decisions about how to play your Animals. Here’s a quick overview:

Each player takes the Animal cards of one color, anda House Card to identify the player”s color.
Cheese cards form the circumference of a circle.
On his turn, a player may either draw 3 Animal cards or place 3 Animal cards.
If a player places 3 Animal cards, he places them beside the cheese cards, on the outer side of the circle. The first card is placed face down. The second card and the third card are placed face up, unless you play some of your special cards that permit you to play them face down.
Once all players have placed all their Animal cards, the Cheese cards are resolved one at a time.
At each Cheese card, the line of animals is resolved in this order: Dogs, Cats, King Mice, regular Mice.
The player with the most points wins!

Can you keep calm while bids are rising? Experience the exhilaration of real life auctions!

In Going, Going, GONE!, players are trying to win items by bidding on 5 simultaneous auctions while the Auctioneer counts down from 10 to 1!

Players bid on these 5 simultaneous auctions by physically dropping their wooden cubes (known as “Bucks”) into any or all of the 5 transparent Auction Cups, each of which represents an auction for one or two Item Cards.

At the end of the countdown, the Auctioneer says “GONE!”, and quickly places the Auction Paddle over the 5 Auction Cups to close the auctions. The player who has the most Bucks in each Auction Cup wins that auction and takes the Item Cards for that auction. Collection of items may be sold throughout the game for more Bucks, or players can keep building their collections to sell them at the end of the game.

The player with the most Bucks at the end of the game wins!

Going, Going, GONE! is a simple to learn, exciting and unique game for players of all skill levels! It is ideal for playing in public spaces. Since the players control the pacing of the game and the variants used, the game adapts to the playing style of the players.

You are rival cattlemen in 19th century America, herding cattle in a circular trail from Texas to Kansas City. Your cattle are then shipped by train, earning you money and victory points. Needless to say, each time you arrive in Kansas City, you want to have your most valuable cattle in tow. However, the mastering the Great Western Trail not only requires that you keep your herd in good shape, but also that you wisely use the various buildings along the trail. It might also be a good idea to hire capable staff: cowboys to improve your herd, craftsmen to build your very own buildings, or engineers for the important railroad line.

The winner is the player who manages their herd best and exhibits good timing in mastering the opportunities and pitfalls of the Great Western Trail.

Great Western Trailis designed by the renowned game designer, Alexander Pfister, and has been designated in the Stronghold Games The Great Designer Series – #7. Mr. Pfister has won several game awards for his recent designs of Mombassa and Isle of Skye.

For several decades during the Viking age, parts of England were occupied by the Norsemen. Under their influence, one of the larger cities turned into a flourishing center of trade and craftsmanship. The Vikings called the city and its surrounding kingdom “Jórvík“, which is today known as the City of York, England.

In Jórvík, players assume the roles of Viking jarls. They gather prestige points by trading goods, holding big feasts, funding pillages, commissioning craftsmen and hiring soldiers to defend the city against recurring invasions. Players will acquire cards from a card display through a simple yet brilliant worker placement and bidding mechanism to build up their trading empires. The player with the most prestige points wins.

Jórvíkis a re-design of the Stefan Feld game, Die Speicherstadt (2010). In this reimagined edition, Jórvíkis two separate games in a one box:

A base game that is equivalent to Die Speicherstadt, and

An advanced game that is equivalent to the base game, Die Speicherstadt, plus the expansion Kaispeicher.

Jórvík is designed by the renowned game designer, Stefan Feld, and has been designated in the Stronghold Games The Great Designer Series – #5.

Kanban — the Japanese word for “billboard” — is a term for the visual cues that might be used in a lean, efficient assembly line in order to expedite and smooth workflow. These signals get the workers what they need, where they need it, when they need it to create a just-in-time (JIT) production system.

The setting for the game Kanban: Automotive Revolution is an assembly line. The players are ambitious managers who are trying to impress the board of directors in order to achieve as high a position as possible in the company and secure their careers. With promotions come advantages at the factory, such as more space to store precious materials and greater prestige to accelerate your ascent. Through solid management, you must strive to shine next to your peers. You need to manage suppliers and supplies, improve automobile parts, innovate — anything to stay on the cutting edge, or getting your hands greasy on the assembly line in order to boost production. You must exercise wisdom in choosing which projects you should start, selecting only those that will give you the upper hand and shunning those that will bog you down or cause the unthinkable — failure — which would diminish you in the eyes of the board.

Over the course of the game, you persuade the board and the factory tender to help you develop and improve automobile parts. You make shrewd use of the outside suppliers and the limited factory supplies in order to appropriate needed part when the suppliers come up short. Because the factory must run at optimum efficiency, production doesn”t wait for you or for mistakes.

Like the process itself, Kanban: Automotive Revolution proves to be both innovative and rewarding. Game mechanisms tightly tied to the automobile manufacturing theme include:

The factory manager is a game-driven non-player character with two modes of play (“nice” or “mean”) to offer a friendly or more competitive gameplay environment.

Two independent player-influenced game timers — the factory production cycle and work week clock — provide timing tension to the game, trigger intermediate scoring phases, and factor into the game end conditions.

A simulation of the factory assembly line with spatial point-to-point movement adds an element to the game that requires optimal timing.

A design and innovation department, leveraged to manipulate the value of the various car models and component upgrades produced within the factory, drives the economy of the game.

Departmental training and certification tracks provide players a means to operate more efficiently.

If you want a seat on the board someday, you need to show that you can keep a complex machine running smoothly, efficiently, with everything happening just at the right time. Kanban: Automotive Revolution is a pure Eurogame focused on economics and resource management that puts you in the driver”s seat of an entire production facility, racing for the highest level of promotion.

Kanban — the Japanese word for “billboard” — is a term for the visual cues that might be used in a lean, efficient assembly line in order to expedite and smooth workflow. These signals get the workers what they need, where they need it, when they need it to create a just-in-time (JIT) production system.

The setting for the game Kanban: Automotive Revolution is an assembly line. The players are ambitious managers who are trying to impress the board of directors in order to achieve as high a position as possible in the company and secure their careers. With promotions come advantages at the factory, such as more space to store precious materials and greater prestige to accelerate your ascent. Through solid management, you must strive to shine next to your peers. You need to manage suppliers and supplies, improve automobile parts, innovate — anything to stay on the cutting edge, or getting your hands greasy on the assembly line in order to boost production. You must exercise wisdom in choosing which projects you should start, selecting only those that will give you the upper hand and shunning those that will bog you down or cause the unthinkable — failure — which would diminish you in the eyes of the board.

Over the course of the game, you persuade the board and the factory tender to help you develop and improve automobile parts. You make shrewd use of the outside suppliers and the limited factory supplies in order to appropriate needed part when the suppliers come up short. Because the factory must run at optimum efficiency, production doesn””t wait for you or for mistakes.

Like the process itself, Kanban: Automotive Revolution proves to be both innovative and rewarding. Game mechanisms tightly tied to the automobile manufacturing theme include:

The factory manager is a game-driven non-player character with two modes of play (“nice” or “mean”) to offer a friendly or more competitive gameplay environment.

Two independent player-influenced game timers — the factory production cycle and work week clock — provide timing tension to the game, trigger intermediate scoring phases, and factor into the game end conditions.

A simulation of the factory assembly line with spatial point-to-point movement adds an element to the game that requires optimal timing.

A design and innovation department, leveraged to manipulate the value of the various car models and component upgrades produced within the factory, drives the economy of the game.

Departmental training and certification tracks provide players a means to operate more efficiently.

If you want a seat on the board someday, you need to show that you can keep a complex machine running smoothly, efficiently, with everything happening just at the right time. Kanban: Automotive Revolution is a pure Eurogame focused on economics and resource management that puts you in the driver””s seat of an entire production facility, racing for the highest level of promotion.

NOTE: This is a “Ding & Dent” copy, which means it will have some superficial damage to the game box. The components will be in new condition, and the game will be completely playable. The game is new/shrinkwrapped, but being sold at a discount only due to the minor damage on the box.

In Germany in 1888, Bertha Benz, wife of auto pioneer Carl Benz, undertook the first cross-country drive in an automobile. While making the trek from Mannheim to Pforzheim, her car ran out of fuel in Wiesloch. Mrs. Benz stopped into the city drugstore to obtain the appropriate chemicals to make more fuel, effectively creating the world´s first gas station.

By the year 1928, Germany possessed a dense road network where combustion engines had triumphed over electric and steam engines and where cars were produced via assembly lines. Manufacturers began producing more affordable vehicles for the broader population.

In Kraftwagen, players advance the state of automobile development and production by playing as start-up companies. They must research new technologies and build improved chassis and engines. Early Grand Prix races provide the young companies with prestige and money, but the players must maintain a key balance of fulfilling the demand preferences of buyers at the lowest possible price.

Kraftwagen: V6 Edition includes a new set of tiles, featuring the next technology available at the time, the V6 Engine. These tiles have never been available previously.

Kraftwagen: V6 Edition is in the new Stronghold Games”” The Great Designers Series – #3, which will be an ongoing series of games featuring the greatest game designers from around the world. Kraftwagen: V6 Editionis designed by the great game designer Matthias Cramer.

In La Granja, 1-4 players control small farms by the Alpich pond near the village of Esporles on the island of Mallorca. During the course of the game, the players develop their farms and deliver goods to the village as they vie to earn the title of La Granja for their country estate. Speed and timing is critical!

La Granja is a fascinating game that requires careful planning. Successful players must learn to cope with the vagaries of the dice and cards. The player who has earned the most victory points at the end of the game is the winner and new owner of the La Granja estate!

Over the course of 6 game rounds, players will expand their farm by adding fields, farm extensions, market barrows, and helpers. They will earn VPs by delivering goods to the village of Esporles. Players have two options to early VPs in the village:

1. When a player has fully supplied a craft building, he received VPs and a craft market which grants a bonus for the remainder of the game.

2. When a player has fully supplied a market barrow on his farm, he sets up a market stall in the marketplace and receives VPs and a trade commodity.

It is important to observe the actions of other players, to manipulate turn order, and to adjust for the dice and the cards during the course of the game.

The player who has earned the most VPs by the end of the game is the winner and earns title of La Granja for their estate!

La Granja, the smash-hit eurogame from Stronghold Games, has a 6 card mini-expansion!

These cards are numbered 67 – 72, and are seamlessly integrated into the game:

67 – Buy either 1 harvest good for 1 silver or 1 pig for 2 silver.
68 – Trade any one harvest good for one of each other two harvest goods.
69 – Pay 1 victory point to use one roof tile immediately twice.
70 – Discard a card from your hand to take 1 harvest good of the field depicted on the discarded card. Draw a card.
71 – You receive 1 pig (offspring) even if you only have 1 pig.
72 – Pay 1 silver to change the chosen die by +1 or -1. A 6 can become a 1 and a 1 can become a 6.

La Granja: The Dice Game – No Siesta! is a standalone dice game following up the smash hit, Top 100 Ranked, boardgame La Granja.

Players need to collect resources to cross them off on their scoring sheet in order to get the most victory points. They can hire helpers to use their special effects. They build a barn to store goods and sometimes they need to have a little time off and have a Siesta!

The dice game singles out the dice mechanism from the boardgame and transfers it into a much lighter game. Every round the players roll the dice and draft them until everybody has at least three dice to score.

Once a player completes the siesta track the game comes to an end. Whoever collected resources in the most effective way will win the game!

La Granja: The Dice Game – No Siesta! supports up to 4 players…and can be played SOLO!

In Little Devils, you try to saddle the opposing players with negative points, which appear as “little devils” in various quantities on the cards that you play. For each “little devil” that you can force an opponent to take, he or she will score one penalty point.

But take care: you will not escape the diabolical plans of your opponents either, who are sending the “little devils” your way too!

Little Devils is a devilishly fun, trick-taking card game that you want to keep on playing!

• It is a trick-taking card game with simple rules
• Just play cards higher or lower than previously played cards in the hand
• Unique mechanic: The second card played (not the first card) determines the goal of the hand!
• Maneuver your opponents into taking cards with more “little devils”
• Compact game in neat tin box: ideal for the train or on vacation
• Excellent family game: a short game length and very approachable

1927…Several explorers are searching in the dense jungle of South-East Asia for a mysterious temple. To find it, they must cross the jungle and get help from the indigenous people. Players will seek help from the local villagers – nine friendly characters – whose abilities will be quite useful. Players can also try to outwit the others on the journey to reach the temple first.

The first player to reach the temple wins the game!

Bruno Faidutti has created his follow-up board game to the best-selling “Citadels™”. In Lost Temple, players use character selection similar to the classic game “Citadels™”. Here, Bruno has created these nine soon-to-be-classic roles to help you make your way to The Lost Temple: Shaman, Thief, Seer, Priest, Elder, Craftsman, Scout, Canoe, and Child.

And Bruno has transformed the game into a “race” game. Will you be the first to find The Lost Temple?

Legendary game designer, Bruno Faidutti, has created “Lost Temple” as his follow-up to his best-selling game, “Citadels™”. Nine new characters with unique individual skills are at your disposal to help you find the Lost Temple. This is a unique racing game with a balanced mix of bluff, chaos and tactics required to win the game.

Unravel and thwart the plans of your opponents! Quick player turns and a lot of direct player interaction.

Lost Temple can be played with up to eight players – game speed remains high and possibilities remain unlimited – and it’s still great with even just two players!.

The City of Medina, the year 1822. After years of decay, it is time to rebuild Medina, located at the foot of the Atlas Mountains. The players work to erect large and beautiful palaces and to renovate the damaged city wall. As life returns to the old city, people flock through the alleys and the contours of the new city gradually reappear!

Each turn, players may place two pieces on the board, either augmenting an existing building or starting a new buiding if the current building of that color is finished. Each player will claim one building of each of the four colors by the end of the game, giving one point per wooden piece attached to the building. Also, if you own the largest building of a particular color you get a bonus for that color. Finally, there are bonuses for the player who most recently connected one of their buildings to the walls, which grow from the four corners of the city.

Medina is a tense game by the great designer Stefan Dorra. This new edition of the game features a double-sided game board, almost 200 wooden pieces, and updated gameplay, as well as rules and components never before published for this game!

Medina is a reprint of the critically-acclaimed game, originally published in the USA by Rio Grande Games.

You are a noble builder settling the country in Milestones! Players work together to build roads, create marketplaces and erect houses. With each milestone set along the way, they move further into the country.

However, while building the country together, in procuring building materials, money and grain, each builder is on their own! Thus, you must carefully develop your own network of goods, trade and colonization materials, and optimize cleverly. The noble builder who grabs the most valuable building sites will surely win the game!

Milestones contains one of the most innovative circuit mechanics (“rondells”) ever created. It is a personal (not-shared) rondell, and one that is ever-changing throughout the game. Via good planning and preparation, you will need to stay ahead of the resource curve on your rondell, so that the King doesn’t take away critical workers from you!

Milestones requires timing and pacing: Build at the right moment without going too fast, produce the right goods without moving too slowly.

My Village is here… and it is a new chapter opens in the Village chronicles! In this stand-alone new game, each player is in charge of his very own village, controlling its entire fate! Known places and characters conjoin with new mechanics to make up a gaming experience that feels so familiar and is yet so different from Village!

Village enthusiasts will recognize some core elements, for example the life time track and the village chronicle. Yet, the new dice mechanism gives a whole new twist and dynamic to taking actions.

My Village is of similar game weight as Village. My Village is a family-saga on a par with Village. It will enchant new players as well as experienced Village fans.

Stronghold Games is proud to be printing all the games in the award-winning Village Family in 2016!

New Dawn is a thematic sequel to Among the Stars and part of the Among the Stars Universe series. It is not an expansion. It is not a card-drafting game. It is an entirely new game with great player interaction and conflict, as each player vies for control of a galactic sector.

And the story continues… Twenty years after the Alliance was formed, the cost of constructing new space stations is becoming unbearable. In order to improve the economy, the Alliance has decided to rebuild and recolonize some of the planets and space facilities who were abandoned during the war. By activating them once more, the Alliance is hoping to acquire the much needed funds and resources.

In New Dawn – a new game in the Among the Stars Universe of games – players take the role of Alliance officials. Their assignment is to explore and revive a galactic sector. By developing various technologies and dispatching ambassadors, each player has the chance to visit abandoned planets, military facilities and space stations and establish bases to maintain control. Competition is fierce, and each mistake in maintaining control can cost dearly.

It is a… New Dawn. Will you be part of the solution, or will you be part of the problem?…

It is the 25th century. You are a member of an intergalactic expedition shipwrecked on a mysterious planet named Artemia. While waiting for the rescue ship, you begin to explore the planet but an alien entity picks up your scent and begins to hunt you. You are NOT ALONE! Will you survive the dangers of Artemia?

NOT ALONE is an asymmetrical card game, in which one player (the Creature) plays against the stranded explorers (the Hunted).

If you play as one of the Hunted, you will explore Artemia using Place cards. By playing these and Survival cards, you try to avoid, confuse or distract the Creature until help arrives.

If you play as the Creature, you will stalk and pursue the shipwrecked survivors. By playing your Hunt cards and using the mysterious powers of Artemia, you try to wear down the Hunted and assimilate them to the planet forever.

NOT ALONEis a immersive, thematic card game, where you use guessing, bluffing, hand management, and just a pinch of deck-building to achieve your goal, which is survival for the Hunted… or total assimilation for the Creature!

As a Commander on a remote Outpost, your mission is to build and expand your colony to its fullest. Purchase Factories and run them with either Humans colonists or Robots. Produce resources from your Factories to generate credits to continue to expand your Outpost. Bid on the all-important Colony upgrades on your way to becoming The Outpost Director!

As Commanders, the players compete to build the best Outpost on this remote world. They must build and staff Factories to produce resources, which are in turn are used to build additional, more lucrative Factories, as well as to purchase any of the 13 Colony Upgrades as they become available.

The Colony Upgrades provide various advantages ranging from production technologies, resource storage, increased population maximums, and other scientific breakthroughs. These improvements are purchased through auctions, which are highly competitive, since there are fewer Colony Upgrades available than the number of players. There are 3 phases in the game, and with each phase after the first a new set of these improvements are available to bid on.

Each staffed Factory and improvement is worth a certain number of victory points (ranging from 1 VP for an Ore Factory to 20 VPs for a Moon Base).

The Commander that reach 75 victory points gains the title of Outpost Director and wins!

Outpost™ is a reprint of the highly sought-after “grail game” originally published in 1991. Stronghold Games’ edition of this great game contains vastly upgraded components plus the never-before released “Kicker Expansion” designed by noted designer, Tom Lehmann!

After one hundred years in service, the Panama Canal still is one of the most important and impressive engineering achievements in modern times.

Built in 1914, it held a prominent role in the deployment of military vessels during WWI and in the conflicts that have followed. Nowadays commercial usage is the core business of the Channel; its economic impact is profound and has not only developed the region, but in fact helped define shipping throughout the world.

In the wake of the Canal’s opening hull designs were influenced accordingly; ships fell into three categories, those that could travel through easily and in groups (Feeder class), massive ocean going ships too big to enter the Canal (ULCV or Ultra Large Container Vessels), and the new standard – designed to the maximum limits of the Panama Canal. These ships are called PANAMAX.

In Panamax each player manages a shipping company established in the Colón Free Trade Zone. Companies accept contracts from both US coasts, China and Europe and deliver cargo in order to make money, attract investment and pay dividends. At the same time the players accumulate their own stock investments and try to make as much money as possible in an effort to have the largest personal fortune and win the game.

Panamax features several original mechanisms that blend together; an original dice (action) selection table, pickup-and-deliver along a single bi-directional route, a chain reaction movement system – “pushing” ships to make room throughout the Canal and a level of player interaction that is part self-interest, part mutual advantage and the freedom to choose how you play.

On their turn, players remove a die from the Action table to select Contracts and Load Cargo or Move ships until the pool of dice is emptied ending the Round. Over the course of 3 Rounds these actions are blended during the turn to create a logistics network which each player uses to ship their cargo, minimize transportation fees and increase the net worth of their Company. Each Company has a limited amount of Stock that the players can purchase in exchange for investing – receiving a dividend each Round. The questions for the players will be which companies are likely to yield higher dividends?

There’s more to explore and several ways to win, but we ask that you join us at the table and celebrate the 100th Anniversary of the Panama Canal with a session of PANAMAX!

A team of heavily armed troopers enter a desolate army base. The collective mission: destroy the alien parasite that lurks within the darkness. Your team has only half an hour to locate the parasite hive and destroy it. But one member of your team has transformed into a host and will attempt to infect your team… one by one.

Panic Station is a paranoia-driven semi-cooperative game in which you control two characters in the Extermination Corps sent out by the government to investigate the presence of fiendish alien life forms.

However, one of the players will become a Host. He must keep this identity secret, infecting as many team members as possible to gain allies and prevent the humans from completing their mission. Only players who carefully watch the behavior of team members will stand a chance against the infected players and roaming parasites.

Panic Station is a game of growing paranoia in which no one can truly trust anyone. Can you maintain your sanity and destroy the source of this evil?

Players move both their Androids and Troopers through the base, exploring and gathering equipment that will help them to complete their mission: to find and destroy the Parasite Hive hidden somewhere in the inner depths of this doomed location. A player who gets his Trooper into the Hive and plays three gas can cards to fuel his Flamethrower wins the game for the humans.

This is the Panic Station: Survival Kit mini-expansion, which contains 6 new cards for the great thematic semi-cooperative game, Panic Station. It really can be considered a “Survival Kit” for the Humans in the game, which are fighting an uphill battle as The Host is after each of them, infecting them to join the The Host’s team…

The cards in “Panic Station: Survival Kit mini-expansion” are:

2 Night Goggles: This allows players to search an already searched room (one time use) without a Parasite spawning.

2 Parasite Signals: This allows a player to lure a Parasite away from a location where it would otherwise land. This would normally be used to ensure that Parasites do not land in a space with Humans. Of course, if this item is in the hands of the Host or an infected player, it can be used a little more devlishly.

1 Sniper Rifle: This ranged weapon allows players to target Parasites and Players up to 2 rooms away, and thus it is a very powerful weapon to defend yourself or attack another without the need to move to a more dangerous location.

1 Antidote: this is a one-time use injection. If this card is traded to an infected player, the player will be cured of the infection and be turned back to Human. This can be very dramatic, since it can give a human team on the brink of defeat a way to fight back.

Do you know what a zebra looks like? Can you draw it? No, well, then this game is perfect for you! Any zebra drawing you do will be fine as long as the other players don’t think your zebra is… a car!

In Pictomania, it really doesn’t matter if you can draw well. Each player will draw a picture of a word given to them and at the same time try to guess the drawings of the other players. You don’t have time for a masterpiece – just a small doodle will suffice – and then you will have more time to guess!

The player who can doodle just a little bit while making good guesses at the other drawings will be the winner!

Pictomania is from the famous designer, Vlaada Chvatil, who has designed 6 of the Top 100 games on www.BoardGameGeek.com! Vlaada has designed these Top 100 ranked games:

Through The Ages™

Mage Knight™

Space Alert™

Galaxy Trucker™

Dungeon Lords™

Dungeon Petz™

Pictomanialasts five rounds, and at the start of each round, you set up six randomly drawn cards on card racks visible to all players. Cards are double-sided, come in four levels of difficulty (for much replayability), and include seven related words on a single side. In addition to a set of guessing cards, scoring tokens, marker and drawing board, each player receives one symbol card and one number card, which together indicate which word or phrase on the revealed cards that player must draw. Bonus tokens equal to one less than the number of players are placed in the center of the table.

Players simultaneously look at their cards and start to draw. While drawing, they can also watch what others are doing and place a guess card on that player”s stack. Only one guess per player is allowed, and once you make a guess, you can”t change your mind. Other players will ideally be playing guess cards on your stack, too. Once you have finished drawing and guessing – and you”re not required to do either – take the highest-valued bonus token from the center of the table and take no other actions. Once the final bonus token is claimed, the round ends.

One by one, players reveal what they were drawing and the guesses that others made. Those who guess your word earn one of your scoring tokens, with early guessers earning more points, while those who guess incorrectly have their card placed in the center of the table. Once all the guesses are resolved, you determine the black sheep – the player who made the worst guesses. If a single player has more cards in the center of the table then anyone else, then his bonus token (if any) counts as negative points. What”s more, if no one guessed your word, then you throw away your bonus token, scoring nothing for it. You sum positive points for the round (a bonus token scored, and scoring tokens from the words you guessed correctly), then subtract points for the black sheep “bonus” and all the scoring tokens you didn”t give away to determine your final score for the round, which could be negative.

Reset the bonus and scoring tokens, set up six new cards, hand out the symbol and number cards and start another round. The player with the highest score after five rounds wins.

Build the biggest, baddest, best Pirate ship on the high seas! Recruit your crew to plunder booty!

In Piratoons, treasure is sealed in the treasure chest. The chest is then physically turned over and opened. Each Pirate sends crew to plunder the treasure, which is boat parts or equipment. The more crew a Pirate commits to a piece of treasure, the more chance getting it… usually, but watch out for other sneaky Pirates! Unclaimed loot is auctioned off with doubloons earned by your crew. Pirates score points for having the fastest, largest, best ship, the most types of equipment, etc. The Pirate with the most points at the end of the game wins, becoming the most notorious Pirate of all!

Featuring two double-sided game boards, which form a treasure chest with raised edges, Piratoons is not only a great game to play, but also contains unique physical components, looking beautiful on the table.

While the driver gets all the attention, the pit crew are the unsung heroes of racing…

Pit Crew is a lightning-fast game where up to three teams of players must work together to get their race car back onto the track as quickly as possible. There are no turns in Pit Crew, as cards can be played at any time, but teams need to work together to make sure that their tires are properly replaced, fuel tank filled up, and engine repaired without making any costly mistakes. And will your team just go as fast as they can to get back out on the track? Or will you play smart and earn the Turbo Bonuses that can mean the difference between the checkered flag and last place?

Pit Crew challenges players to balance speed and skill in a fast-paced game of teamwork and communication.

Pit Crew is a game for 2 to 9 players! and for 2 to 3 teams of players even with unbalanced numbers of players per team! There is a lot of game in this little box!

The largest Roman city north of the Alps in the late Roman Empire was Augusta Treverorum. Founded in the times of Caesar Augustus and built up by generations of Roman architects, this was the Emperor”s residence and a world city during this period. The remains of these most impressive structures can still be visited today. Foremost of these great achievements in the city is the massive Porta Nigra, a large Roman city gate located in Trier, Germany that dates to the 2nd century.

The game Porta Nigra (which translates as “black gate”) is set in that place and time with the players taking on the roles of Roman architects working on the city gate of Porta Nigra. Each player commands a master builder, who moves around a circular track on the game board, enabling you to buy or build only where this master builder is located. Moving the master builder to farther locations along the track is expensive, so players must plan their movements and builds carefully. The number and type of actions that may be performed on your turn comes from cards in your personal draw deck.

The buildings in Porta Nigra are erected physically on the game board at the various locations in the city. This is accomplished with 3-D plastic building pieces, which gives Porta Nigra a beautiful and compelling look on the table.

Porta Nigra is in the new Stronghold Games” The Great Designers Series – #1, which will be an ongoing series of games featuring the greatest game designers from around the world. Porta Nigra is designed by the great design team of Wolfgang Kramer and Michael Kiesling.

The year is 1892. The bank at Repentance Springs has been robbed. Many good citizens, including Sheriff Anton Dreyfus and school-marm Sue Daggett, were brutally slain as the gang shot its way, whooping and hollering, out of town.

Colonel Ned McReady and his men are tasked with bringing Jack Colty – a man so mean he”d steal a fly from a blind spider, or a coin off a dead man”s eyes – and the Colty gang to justice.

Revolver is a non-collectible card game set in the Old West. One player takes the role of Colonel Ned McReady and his lawmen, and his opponent assumes control of the notorious and deadly Colty gang, lead by the infamous Jack Colty. Each player has his own dieck with different cards and abilities. Both players have different goals to win the game: the Colonel must take down all of the Colty gang, and Jack must either escape over the Mexican Border or survive and make the 3:15 Train out of Rattlesnake Station during the final battle!

Consisting of two unique, yet balanced, 62 card decks, the game pits two players against each other in a life or death struggle.

Do you (as Colonel Ned McReady) have what it takes to bring Jack Colty and his gang to justice (or to their demise)?

OR, are you (as Jack Colty) mean enough to shoot down the rest of the lawmen and survive the day just to rob and pillage again?

At their disposal, the Colty gang – the meanest bunch of low down dirty dogs in the West – have a roster of weaponry to bring down the lawmen on their tail: .38 Specials, .45 Long Colts, 1866 double barrel Derringers, and even a Gatling gun! Some example cards from the gang’s deck: Cherokee Scout, “Adios, Amigoes!”, “Thanks for yer coffee and eggs, ma’am”, and “Chew on this, Gringo!”

The Colonel player’s objective is to eliminate all the gang members before they can escape across the Mexican border. He can utilize such cards as Buffalo Stampede, Rattlesnake Bite, “I can smell those yellow bellies on the wind”, “He shot my hat clean off!”, Apache Scout, and Rickety Bridge.

The game has an asymmetrical design, with both decks featuring different cards and abilities. Revolver is played using a 5-column system, representing consecutive gunfights in the following battlegrounds: The Bank at Repentance Springs, Whiskey Canyon, Buzzard Point, Rattlesnake Creek, and the 3:15 Express from Rattlesnake Station. Gameplay is quick and bloodthirsty with bandits gunned down frequently, and law-men peppered with lead by the well-placed use of “Fire at will, boys.”

Numerous tricky decisions must be made throughout. For instance, the Colty player could choose to deploy the Jackson Clan during the Whiskey Canyon battle, but the resources that this would require might make it a very risky, but rewarding, play. Similarly, the Colonel McReady player can deploy the Colonel at any time during the conflict – he’s free to play aboard the 3:15 Express Train, but hugely expensive if used at Buzzard Point, for instance. Also, during the final confrontation, Jack Colty can force the train to crash – as a last ditch effort, probably killing some of his own crew in the process – he’s as crazy as popcorn on a hot stove!

Primarily a combat-driven card game, each player must manage his deck of cards effectively to win. In addition to simple, unique abilities, each card also has two values: power and cost. Some simple icons are used to display such things as “coming-into-play” effects, and if a gringo has “True Grit”.

The mayor of Repentance Springs has fallen down a mine shaft. Undismayed, Ned McReady vows to keep the peace, by fair means or foul – his way or the road to Perdition. The only fly in this curly wolf”s ointment is Jack Colty – a loose cannon, robbing banks, and shooting folks, and he don”t care a continental – if you believe the stories. With a plan hatched behind the gospel mill, Ned sets out to put a spoke in Jack”s wheel. Deals are struck. Ambushes are set.

In the end, only one side will claim victory. Will it be yours?

Revolver: Ambush on Gunshot Trail is the first in a series of expansions for our hit wild west shooter Revolver: The Wild West Gunfighting Game.

In Revolver: Ambush on Gunshot Trail each player is given more options to play and win:

– The Colonel McReady player has greater strategic options through the placement of Ambush Cards underneath the battlefield cards.

- The Jack Colty player receives two new Bandits to bolster his outlaw band.

- Each player receives new cards for their decks giving them the opportunity to customize their decks before play, and bringing new variety and replayability to each game!

This and the other expansions will provide greater depth of play and more replayability to an already excellent wild west themed game!

A vicious hardened convict is imprisoned within the walls of a brutal Texan prison. Locked inside his mind is the key to Colonel Ned McReady”s downfall, and Jack Colty is the only cowpoke alive who can spring him out. Trouble is, Jack”s already being pursued by the vengeful Colonel about another matter…

In the end, only one side will claim victory. Will it be yours?

Revolver: Hunt the Man Down is the second in a series of expansions for our hit wild west shooter Revolver: The Wild West Gunfighting Game.

In Revolver: Hunt the Man Down each player is given more options to play and win:

– The McReady player has a new winning condition

- There is a new location, the prison, from which the Colty player may decide to free his compadre. The method for resolving the jailbreak is unique compared to the other battlefields and does not lengthen the game.

- Two new icons on the cards for the new mechanisms of the game

- New cards are provided for both players which give them the opportunity to customize their decks, bringing new variety and replayability to each game.

NOTE: This is available in North America ONLY on the Stronghold Games website! That’s what I’m sayin’, Pardner!

Revolver: By the Gun They Died is an expansion set of cards, which can be used to customize the two decks in Revolver 1: The Wild West Gunfighting Game. Between matches, the owner of a deck can draft new cards in for old, leaving each deck at 62 cards. The cards included in the set are:

Colonel McReady’s deck:

Apache Warrior (5 copies)

“Set the train ablaze!”

Pony Express Relay Station

Ruined Chapel at El Ray

Herschel Papazian – Pinkerton Sharpshooter

Sefton Redshaw – Bounty Hunter

Clear Skies

Brady Logan

Elias Hooker

“Wriggler” Hooley and the Swain Boys

Jack Colty’s deck:

Austin Granby – Railroad Engineer

“She’s carryin’ your grandchild!”

Banditos (5 copies)

Turkey Joe

Bullet: Vicious Mutt (alternate bandit)

Uncouple the Caboose

Buttermilk – Colty’s Mustang

Robber’s Roost (2 copies)

NOTE: You must have the base game “Revolver 1: The Wild West Gunfighting Game” to enjoy this expansion.

Elias Hooker had a bitter dispute during a Poker game in a saloon in Oklahoma, and was later arrested for the murder of Gus Armstrong during the most ferocious thunderstorm anybody could recall.

On April 19, 1885 a vigilante mob of over a hundred fifty men stormed the jail, and dragged out Elias, along with Jim Evans, Jesse Miller, and D.B. Nott. All four of them were hanged in an abandoned barn behind the jail.

Elias survived, against the odds, when he was cut down minutes after his short-drop attempted execution, by Deputy ‘Clay’ Beckwith – he and ten lawmen broke up the vigilante gathering. The records state that thirty men were arrested that moon-lit April night, but the records do not tell if the other prisoners survived.

After being taken to Surgeon’s Hall, the authorities decided to reprieve Elias and his sentence was commuted to transportation for four years. While serving his sentence, Elias turned to the teachings of the Good Book for guidance – returning to Repentance Springs a changed man. Soon, he found that his gunfighting and horse-handling skills had attracted the recognition of Ned McReady, who gave the man a badge.

When Jack Colty rained bullets about town, Elias was one of the first to ride with Ned. The rest is history…

Revolver 1.x: Elias Hooker is a single promo card for Revolver 1: The Wild West Gunfighting Game. [Price includes shipping]

Revolver 2: Last Stand at Malpaso is a two-player card game set in the Old West, in which one player takes the role of General Mapache and his band of thieving outlaws, and the other player is controlling the villagers and guardians hired to protect the town of Malpaso, led by the infamous Padre Esteban. Each player has a unique deck of cards with unique possibilities as well as different winning conditions, which requires different tactics and different methods of play.

But very importantly, how is Revolver 2 different than Revolver 1 ?

More than just new locations, Revolver 2 features brand new gameplay elements, like the ability for players to use a mine cart-mounted Gatling gun, blow up a bridge, assemble their own team of gunfighters, and dynamite mine tunnels. The game also includes a terrific Stud Poker mini-game that determines in which town the initial firefights occur.

Like the original Revolver 1, the game remains elegantly simple and can be learned in five minutes. That said, Revolver 2 is a standalone game and the cards from Revolver 1 and its expansions (red packaging) are not interchangable with Revolver 2 and its expansions (green packaging). Both Revolver 1 and Revolver 2 will be supported going forward with new expansions.

Each game of Revolver is not only thematic, it is cinematic! Revolver 2 is like watching the sequel movie to Revolver 1 !

In 1894, farmers from the small village of Malpaso face the prospect of again losing their livelihood to a band of roving thieves, led by the self-styled “General” Mapache – himself wanted by the Mexican National Defense Army.

Their solution is to go to the much admired but fallen from grace “Padre” Esteban, and see whether he can hire gunfighters to protect them. After trying to raise funds by any means at the “All Rivers” Poker tournament, the Padre recruits a band of gunslingers for the task and, once complete, travels back to the village over the precipitous Los Quantos bridge – all the while harassed by a detachment of the General”s men. There they fortify Malpaso itself, and usher the frightened villagers into the abandoned silver mine for protection.

When the bandits finally attack, both sides are prepared. Mapache”s men unleashing their Gatling gun to devastating effect, while the villagers have a few tricks of their own. Both sides will suffer many casualties in the calamitous battle, but will the Mexican Army arrive in time to put an end to the bloodshed?

Rogue Agent (LIMITED EDITION) — This “Limited Edition” of the game will contain 10 additional Criminal cards. Please note that this will be the only printing of the Rogue Agent (LIMITED EDITION).

2048, Earth. The corrupt government has lost grip on Rain City, a brooding metropolis were crime runs amok, depsite patrolling police squads. This desperate battle has recently seen a new player: a secret Agency of Bounty Hunters, attempting to control the endless assaults on innercity life.

Your task: Defeat and arrest Criminals, defuse high tech bombs that threaten to destroy city districts, and prevent assassins from completing their destructive path. You are one of the members of this secretive brotherhood of justice. So… are you ready to survive the crime waves in the big city and uncover the infiltrating Androids amongst your team that plan a revolt?

Rogue Agent is a tense cyberpunk adventure game, pitching players against underground networks. The game features detailed plastic miniatures, a large variety of unique criminals to defeat, special icon-driven custom dice, and two different game play modes.

In Rogue Agent, players control an agent working for the shady corporation known as “The Agency”, created to control Rain City”s crime rate, which has rapidly outpaced the capabilities of the regular police force. Players win the game by obtaining the most power over the city in a race against the game system that creates a living city in which crime and other challenges await at every corner.

Each round consists of an action phase, preceded by an upkeep phase. During this action phase, players score power by successfully eliminating assassins, turning in crime bosses, and defusing high-tech bombs that threaten to destroy whole districts. Through investigation of city areas, players gather resources that will be vital for survival. Positioning collaborators in the different locations of the city aids agents in overcoming confrontations with local thugs. Meanwhile, the city police squad is hot on your trail, hoping to contain the illegal side jobs that agents are known for. The Agency, however, has its own air defenses it can call in for support.

Players can scout locations in search for valuable resources that will help them upgrade their abilities, to get more control over the challenges in the game. As the game develops agents can upgrade their vehicle, weapon and scout abilities as well as gather information about the true identities of other agents. There might be traitors within the Agency. Some of you might be android agents, secretly planning a revolt. Through careful investigation, players can gather intelligence about the true identity of other players. As the game progresses, traitors amongst the agents could be revealed in the form of Androids. These agents have access to new victory conditions – destroying key locations holding information about android production and eliminating human agents – in a deadly race for control of the city. The first player to reach eight power wins.

Despite earlier attempts, Martin Luther started the Reformation in 1517 with his “Ninety-Five Theses”. Luther criticized the selling of indulgences and that the Catholic doctrine of the merits of the saints had no foundation in the gospel. The “Protestants” soon incorporated doctrinal changes such as Sola Scriptura and Sola Fide. The changes were not only theological, but also other factors played a role in the Reformation: the rise of nationalism, the Western Schism that eroded people”s faith in the Papacy, the perceived corruption of the Roman Curia, the impact of humanism, and the new learning of the Renaissance that questioned much of traditional thought. The Roman Catholic Church responded with a Counter-Reformation initiated by the Council of Trent.

In Sola Fide: The Reformation, two players attempt to install Reformation in the Holy Roman Empire or try to prevent it, battling the Holy Roman Empire´s Imperial Circles, playing respectively as either the Protestant movement or the Catholic establishment.

Sola Fide: The Reformation is designed by the renowned design team of Jason Mathews and Christian Leonhard, and has been designated in the Stronghold Games The Great Designer Series – #6.

It”s your lifelong dream – to join the Star Patrol and be part of the crew of an interstellar Starship. You”ve worked hard, graduated from the Academy, and received your first assignment as part of a team of young recruits, confident in your training and ready to be put to the test.

Nothing can possibly go wrong…

You”ve been prepared for anything…

You are the Space Cadets.

Space Cadets is the highly-anticipated cooperative game from the famous Engelstein Design Family (Brian, Sydney, and Geoff Engelstein). It is your first voyage aboard one of the best starships in Star Patrol. Taking control of one of the bridge stations, you are sure that this mission will be an easy one…where nothing can go wrong… yeah… right…

In Space Cadets, 3-6 players take on the roles of Bridge Officers of a Starship. Each officer must accomplish his specific task in order for the team to successfully complete the mission. You might be the…

Helmsman, plotting the ship”s course through asteroid fields and nebulae.

Engineer, using dominoes to get enough power to each system.

Weapons Officer, completing puzzles to load the torpedoes and flicking a disc down a track to launch them.

Shield Officer, using tiles to form poker hands to get the strongest shields.

Sensor Officer, using your sense of touch to scan and lock on enemy targets.

Captain, setting the plan and making sure that everyone stays focused and does their job.

If your crew can work together to accomplish the mission goals, you just might make it home in one piece.

How can you command the respect of your crew, Captain, without… well, without them knowing you are the Captain?

And how will you, the Captain, know who to demote when your Helmsman runs you into the third Asteroid field?!

Introducing… Space Cadets – Bridge Station Insignia BUTTONS !

The Space Cadets – Bridge Station Insignia BUTTONS are an indispensable tool for the Bridge Crew of any non-IP infringing Starship. Have each member of your crew wear the insignia of the one or more Bridge Stations that they are manning. They will not only be stylin’, but you will know who to bark orders out during those critical seconds before a Core Breach!

Captain, these insignia buttons could be the difference between life and death! How could you not want a set!

Space Cadets – Bridge Station Insignia BUTTONS will only be available directly from Stronghold Games.

Long before the threat of the Nemesis, before the perils of warp drive or the founding of our own Space Academy, humanity experienced a Golden Age of space exploration. The mineral riches of the thriving Moon colony inspired legions of hearty Earth citizens to seek their fortunes in space. Humble rockets probed the farthest reaches of the solar system in an eager quest for resources, and brave colonists forged homes wherever they could survive. Pioneer life was hard, but the men and women who worked and raised their families on those planets and asteroids had much to be proud of.

Then the rumors began — whispered tales of frontier abductions and sightings of mysterious creatures. By the time the secret invasion was exposed, the aliens were everywhere. Families had been stolen away by slavers from the stars, and the peace-loving survivors had no choice but to arm themselves and fight. Fight to stop the alien attacks! Fight to free the helpless abductees! Fight to throw the aggressors back into space and end forever their power to threaten humanity!

Thus was born the Rocket Patrol – an organization of brave and hearty women and men dedicated to defending humanity and taking the fight to the alien menace from the stars.

Space Cadets: Away Missions is a co-operative, scenario-based, tactical action game for 1-6 players set during the bygone Golden Age of science fiction. In this game, the third standalone title in theSpace Cadetsfranchise of cooperative/team space-themed games from Stronghold Games, players take on the roles of adventurous human spacemen who explore UFOs, acquire Alien technology and fight hostile extraterrestrials.

Each turn, spacemen have three action points to spend on activities such as firing their atomic rifles, analyzing exotic equipment, or subduing the malicious Brain-in-a-Jar. When the spacemen are finished, the aliens take their turns by following simple movement and combat protocols; seven types of hostile aliens threaten the players, from the repulsive mind leeches to the rampaging titanic sentinels.

Space Cadets: Away Missionscontains 20 scenarios linked in a campaign story arc. Each mission features various combinations of aliens, different spaceships, and numerous mission objectives for the players to achieve. Hexagonal map tiles are arranged to form the locations, such as flying saucers, rocket ships, space stations, etc. Cooperation, tactical planning and some degree of luck are essential if the spacemen hope to overcome the relentless horde of little green men.

Featuring 102 PLASTIC MINIS in 16 different sculpts!!! We said BIG, and we mean BIG!

This is a full set of all 102 plastic miniatures in the game of Space Cadets: Away Missions!

These are the gorgeous Golden Age Sci-Fi retro miniatures that everyone has been talking about… including the BRAINS-IN-A-JAR! Yes, there are BRAINS in JARS (actual JARS – removable for painting!) in this game…

You ALSO get all of the other plastic components from the game, like the 8 translucent speckled die, the colored bases for the Rocketeers, and the 94 transparent plastic cubes!

20 new cards for use in Space Cadets: Away Missions. This Promo pack was originally available via the Kickstarter, but a limited number are now available on the Stronghold Games website. The 20 Promo Cards are:

The “Space Cadets: Away Missions – Promo Scenarios and Illustrations Book” is a HARD COVER, LIMITED EDITION book that was originally published for Kickstarter backers of the “Space Cadets: Away Missions” project. A very limited number are available only from the Stronghold Games website now.

Contains:

64 glossy pages

8 additional PROMO SCENARIOS for Space Cadets: Away Missions

Rocketeer character illustrations and Bios: 1 page for each of the SIX Rocketeers

Alien enemy illustrations and Bios: 1 page for each of the seven aliens in the game

Additional special illustrations, like the “Rocketeers in Shuttle”

Some of the original character sketches and concepts

Forwards by the Designers (Dan Raspler and Al Rose), the Printer (Frank Jaeger), the artist (Bill Bricker), and the publisher (Stephen Buonocore)

Your plan is quickly coming together. Simplicity itself. Just continue to close the gap to the enemy, and launch when within range. Your crew is well-trained and work quickly at their stations, just the edge you need to come out on top.

“Engineering, power to Helm. Move forward and close the distance to the enemy. Keep shields in the front. We”re going straight in”. You can feel the bridge vibrate slightly as the engines come up to speed.

“Captain, all sensors are on weapon lock”, says the Sensor Officer. “You can fire at will.”

A slight smirk crosses your face. “On my mark! Launch both tor… Wait, where did they go?” You look at the viewscreen, puzzled, with a growing sense of unease.

“Space Cadets: Dice Duel” pits two starships against each other in quick-paced combat. The players are divided into two teams, each team playing the crew of their ship. The team will win or lose together. The game ends when one side destroys their opponent by causing four points of damage through torpedoes or mines.

Each ship has six Bridge Stations:
- Engineering generates power for the other stations.
- Helm maneuvers the ship on the map.
- Weapons loads the torpedo tubes to attack the enemy.
- Sensors locks onto the enemy so torpedoes can hit, and uses jammers to stop the enemy from locking on.
- Shields helps protect the ship from enemy torpedoes.
- Tractor Beams can grab the powerful crystals, move the enemy ship on the map, and launch Mines.

There are no game turns in “Space Cadets: Dice Duel”. The game continues with players acting as quickly as possible until one side wins.

Each player will be in charge of one or more of these stations, or have the overall roll of Captain to coordinate everything.

Space Cadets: Dice Duel – Die Fighter, the first expansion to the hit game Space Cadets: Dice Duel, brings two new experiences to the Space Cadets: Dice Duel universe! Veterans will now have a whole new way to play:

• Fighters are flown by a single person and are fast and maneuverable, but lack shields and can be easily destroyed. In “Carrier Strike“, suitable for 6-10 players, each team gets one original ship (now called a Capital Ship) and one fighter. “Fighter Assault” has two fighters trying to take out a single heavily armed capital ship and is designed for 4-6 players. Finally, “Fighter Duel” brings the Dice Duel experience to two players, as two fighters go head-to-head for a quick and intense battle.

• Experimental Equipment cards upgrade the capital ships with a variety of unique and powerful abilities. Through a draft mechanism, each side selects two upgrades and needs to tailor their strategy to take advantage of their strengths. The 27 cards include new weapons, enhancements to existing systems, new movement options, and more!

Space Cadets: Resistance Is Mostly Futile is the first expansion for the original Space Cadetsgame. This expansion includes a variety of additions to satisfy every Space Cadets fan.

Cadets will be pleased to know that their ship has been upgraded with new abilities. Star Command has helpfully installed a Psycho-Acoustic Neural Interface Control (P.A.N.I.C.) button at each station that gives players new options if things aren”t going quite as expected… although unwanted effects may occur.

Space Cadets: Resistance Is Mostly Futile expansion also includes new Missions, both quick for a faster game, and challenges that will test even the best crews.

Face new enemies, including mysterious space beasts, add in new Map Tiles with new hazards, and go where no Space Cadet has gone before in Space Cadets: Resistance Is Mostly Futile!

The life of a Strategic Space Sheep Commander isn”t easy, especially if that Commander is assigned to the Lambda Sector.

All was well in the galaxy – until the first messenger ship arrived from a force that has become known only as “Wolf”. Its language was unintelligible, but its message was clear: complete and total annihilation of Sheepkind. Soon after, the first Wolf ships arrived, laying waste to the satellite planets of the Sheep Home Systems. Front-line galactic defense forces were able to stave off further destruction – but what is coming is far, far more terrifying than any threat faced in the galaxy”s known history.

All Systems have been placed under Red Alert, with the Strategic Sheep Command called together and a Flock Commander named. As members of Wolf have been spotted in Sheep Commanders” uniform, SSC has determined that the best way of insulating the individual Systems is by outlawing all usage of the Spatial Sheep Distortion drives. Inter-system access is granted only to the Elite “Shepherd” class ships, via a complex network of Hyperspace travel. A fleet of these specialized ships has been assigned to recover the Sheeplings and return them to their Home Systems while the Wolf invasion is repelled.

You are a Sheep.You are a Defender in the Strategic Sheep Command.You have trained all of your career for this moment in history.You know how to defeat Wolf – “Ewe”s The Force…”

Space Sheep! is a real-time, customizable, cooperative game – with possible traitor(s) in your midst – for 1-8 players. The Defenders want to get the Space Sheep tokens and Shepherd tokens back to their matching Systems before all the cards are gone and time has run out. (If playing with Infiltrators, thus making the game semi-cooperative, each player receives a secret allegiance card; each player knows only her own allegiance, leaving her to guess and decipher who else is on her team.)

In Space Sheep!, on each player”s turn, the player will play a card from her hand, allowing her to:

Activate a System and take the action associated with it (moving the Space Sheep and Shepherds),

Play a card to move a Shepherd clockwise, or

Play any card face down to the Defense Mat.

Additionally, a player may play a card matching the System occupied by the Wolf to attack (and knock the Wolf token on its side).

In Space Sheep!, one player acts as the Supreme Flock Commander, managing the one-minute sand timer. If the sand runs out, Wolf attacks and players must discard cards from the Defense Mat, the deck, or their hands; if they can”t, they lose the game. If the Wolf token has been knocked on its side, the Supreme Flock Commander may flip the sand timer before it runs out to avoid the Wolf attack, standing up the Wolf token and moving it to another System in the process.

Players who are Infiltrators will, of course, be attempting to delay action, make poor moves, and subtly manipulate the other players into making poor choices of their own. At any time players may point at one another in an accusatory fashion. If more than half the players simultaneously point at one player, this player is out of the game. He then reveals his Allegiance and:

If players have found an Infiltrator, shuffle the player”s cards in hand and place them on the bottom of the deck.
If players have found a Defender, place the player”s cards in hand on the face-down discard pile. On the ousted player”s turn, Wolf attacks.
If the Defenders get all shepherds and space sheep to their matching systems, then they win the game. If the sand timer runs out and players can”t discard enough cards – or if the number of Infiltrators matches the number of Defenders in the game – then the Infiltrators win.

Players can customize Space Sheep! by varying the number of Systems in play (more Systems = more complexity), the number of tactic cards in the deck (fewer cards = greater difficulty), the strength of Wolf, the ratio of Infiltrators to Defenders, and the types of direction cards (more directions = greater variability).

Space Sheep! is a real-time, customizable, cooperative game – with possible traitor(s) in your midst – for 1-8 players. The Defenders want to get the Space Sheep tokens and Shepherd tokens back to their matching Systems before all the cards are gone and time has run out. (If playing with Infiltrators, thus making the game semi-cooperative, each player receives a secret allegiance card; each player knows only her own allegiance, leaving her to guess and decipher who else is on her team.) On her turn, each player will play a card from her hand, allowing her to:

Activate a System and take the action associated with it (moving the Space Sheep and Shepherds),
Play a card to move a Shepherd clockwise, or
Play any card face down to the Defense Mat.
Additionally, a player may play a card matching the System occupied by the Wolf to attack (and knock the Wolf token on its side).

One player acts as the Supreme Flock Commander, managing the one-minute sand timer. If the sand runs out, Wolf attacks and players must discard cards from the Defense Mat, the deck, or their hands; if they can”t, they lose the game. If the Wolf token has been knocked on its side, the Supreme Flock Commander may flip the sand timer before it runs out to avoid the Wolf attack, standing up the Wolf token and moving it to another System in the process.

Players who are Infiltrators will, of course, be attempting to delay action, make poor moves, and subtly manipulate the other players into making poor choices of their own. At any time players may point at one another in an accusatory fashion. If more than half the players simultaneously point at one player, this player is out of the game. He then reveals his Allegiance and:

If players have found an Infiltrator, shuffle the player”s cards in hand and place them on the bottom of the deck.
If players have found a Defender, place the player”s cards in hand on the face-down discard pile. On the ousted player”s turn, Wolf attacks.
If the Defenders get all shepherds and space sheep to their matching systems, then they win the game. If the sand timer runs out and players can”t discard enough cards – or if the number of Infiltrators matches the number of Defenders in the game – then the Infiltrators win. Players can customize Space Sheep! by varying the number of Systems in play (more Systems = more complexity), the number of tactic cards in the deck (fewer cards = greater difficulty), the strength of Wolf, the ratio of Infiltrators to Defenders, and the types of direction cards (more directions = greater variability).

Stellar Conflict is a fast-paced space combat game, featuring real-time elements, which is set in the Among the Stars Universe.

Players take on the role of an alien race engaged in a space battle. Each player has his own fleet and based on the size of the battle, chooses which ships will be deployed for combat. Each race has its own power and abilities which grants it different advantages in combat. All ships are deployed in real-time. After deployment, the combat begins with each ship firing their weapons and perform their abilities trying to destroy enemy ships and/or complete objectives.

The alien race with the most victory points, gained mainly by destoying other ships, is the winner! The various races and ships, all with different unique abilities, gives players much variety, and ensures lots of replayability in Stellar Conflict!

Stronghold- 2nd Edition is a 2 player game telling the story of a siege. Players take opposite sides, one has to defend the stronghold, the other has to break into the castle as soon as possible. As time passes, defenders get Victory Points every turn for their efforts on the walls.

The game board represents the stronghold itself as well as the surrounding terrain, where enemy forces are placed and whence they proceed to the walls.

The defender has a small number of soldiers manning the walls, while the invader has an infinite legion of attacking creatures. A desperate fight is taking place every single turn. The invaders build war machines, equip their soldiers, train them and use black magic rituals to achieve victory. Meanwhile, defenders repair walls, build cannons, train soldiers, and do everything they can to hold the castle as long as possible.

Stronghold – 2nd Edition is completely revamped game system from the original released in 2009.

Survive: Dolphins & Squids & 5-6 Players…Oh My! is a collection of three mini-expansions for Survive: Escape from Atlantis! that were previously available separately. These mini-expansions can be used individually or in combination with the base game. These expansions are:

Survive: Dolphins and Dive Dice!: The dice add chaos to the game with the ocean creatures now moving faster, but players can use dolphins to ward them off and help their people survive.

Survive: The Giant Squid!: This beast can attack explorers on land or in boats.

Survive: 5-6 Players!: Now up to six players can compete for space in the lifeboats as they flee the island.

NOTE: You must have the base game “Survive: Escape From Atlantis!” to enjoy this expansion.

It’s early in the 20th century – a time of exploration and adventure. The mysterious island of Atlantis has been discovered in the middle of the ocean, and there are rumors of great riches to be found there! After reaching Atlantis, the explorers are ready to return home with treasure and artifacts. But Atlantis begins to sink!

In a panic, the adventurers try to avoid a terrible fate. The luckiest will find a boat to return home while the less fortunate will have to try to swim for it. But nobody will be safe from the Sea Monsters, Whales, and Sharks that live in the ocean around Atlantis!

Who will reach dry land with their riches? Who will Survive!?

“Survive: Escape From Atlantis!” is our best selling game! Gamers and families have spoken! “Survive!” is a great light-strategy game for serious gamers, as well as a fun game to play with the family! Over 1.25 million copies have been sold since it was first published 30 years ago!

This is a true classic, and now brought back by Stronghold Games with completely upgraded components, and now in a 30th Anniversary Edition!

In “Survive”, you try to lead your Explorers from the sinking central island of Atlantis to the safety of one of four islands nearby. Your Explorers can get there quickly by boat (if they find one) or more slowly by swimming. But it will be a perilous journey as they must avoid Sea Serpents, Whales, and Sharks! When the volcano on Atlantis explodes, the game is over. The player with the most Explorer points wins!

As compared to its previous versions from other publishers, all of the components for “Survive” have been upgraded to the highest-quality levels, including slotted wood boats to carry the Explorer tokens, as well as Land Tiles of 3 different thicknesses to give Atlantis a 3-D look.

Welcome to the height of technology and comfort, the Space Station Atlantis! All the comfort of a five star hotel, mixed with the adventure of space travel. The station is filled with staff, entertainers and guests trying to enjoy their out-of-this-world vacation. But all of a sudden, the Atlantis comes under attack by aliens!

After getting the guests to safety, the crew rushes to escape. Some will find space on the limited escape pods, others will board fighters and attempt to destroy the aliens. The unlucky ones will have to trust in their space suits and float for it. But with the alien Warriors, Spawns, and Queens patrolling the space around the station, it will not be an easy trip!

Who will be able to jump to safety?

Survive: Space Attack! utilizes similar base mechanics to the best-selling game Survive: Escape From Atlantis! designed by Julian Courtland-Smith. However, Survive: Space Attack! has been reimagined and redesigned by Brian, Sydney, and Geoff Englestein, the designers of Space Cadets and Space Cadets: Dice Duel and the expansions for these games.

The additional features of the new Survive: Space Attack! include:

- Double-sided Game Board: enables a variety of starting setups each with its own challenges.
- New Fighter Ships: gives players the ability to capture and redeploy alien creatures.
- Laser Turrets: a new weapon system to defend the space station against the aliens.
- New Tile Abilities: new powers that are combinable, plus four different tile thicknesses for a 3-D look.
- New Alien Creature Powers: alien creatures may evolve to become even more powerful.

Survive: Space Attack! – 5-6 Player Mini-Expansion enables up to 6 players to attempt escape as aliens attack the space station Atlantis!

In Survive: Space Attack!, you don”t want to leave any of your Spacemen behind. Now with Survive: Space Attack! 5-6 Player mini-expansion, you don”t have to leave your friends and family behind either!

Play Survive: Space Attack! with up to 6 people for a bigger, crazier and even more fun experience!

Survive: Space Attack! – The Crew Strikes Back!, a mini-expansion for Survive: Space Attack!, introduces the “heroic” crew members of the besieged space station, each with their own unique power to help you escape from the alien attackers!

Well, we”re not sure if the crew is truly “heroic”, but each one has their own special ability. Each player of Survive: Space Attack! will have some members of the crew aboard to help them in their escape of the space station Atlantis!

Survive: Space Attack! The Crew Strikes Back!mini-expansion contains 20 Crew Cards and instructions for playing with them in a variety of new and exciting ways!

NOTE: You must have the base game “Survive: Space Attack!” to enjoy this expansion.

This mini-expansion enables you to enjoy the great game, “Survive: Escape From Atlantis!”, with up to 6 players!

In “Survive: Escape From Atlantis!”, you don’t want to leave anyone behind on the sinking island of Atlantis. And now with this “5-6 Player Mini-Expansion”, you don’t even need to leave your friends and family behind when playing the game! Play with up to 6 players for a bigger and even more fun game of “Survive: Escape From Atlantis!”

This “5-6 Player Mini-Expansion” includes:

20 Plastic People Tokens (10 Orange and 10 White)

1 Rules sheet

NOTE: You must have the base game “Survive: Escape From Atlantis!” to enjoy this expansion.

The Sea Creatures around the sinking island of Atlantis have always been dangerous… but now these behemoths can move faster and dive across the seas to attack Swimmers and Boats!

However, friendly Dolphins now can be found in these waters as well! The Dolphins are there to protect your Swimmers, but will they be enough to keep you safe as you try to Survive!

“Survive: Dolphins and Dive Dice“ mini-expansion is compatible with “Survive: The Giant Squid” and “Survive: 5-6 Player” mini-expansions, each sold separately.

“Survive: Dolphins and Dive Dice” mini-expansion includes:

4 Dolphin Tokens

1 Rules sheet

2 blue Dive Dice (engraved)

1 red Creature Die (engraved)

NOTE: The red Creature Die is not used with this mini-expansion, but rather is a small gift to those who preferred the engraved red Die from the original blue box edition. Enjoy this little extra gift from Stronghold Games!

NOTE: You must have the base game “Survive: Escape From Atlantis!” to enjoy this expansion.

In the “Survive: Dolphins and Dive Dice” mini-expansion, your enemies become more powerful… but so do your allies!

All Sea Creatures in the game will have the powerful ability of “diving” to unoccupied sea spaces, as well as having the potential to move up to three spaces, whenever they move! Their movement is now controlled by the blue Dive Dice contained this mini-expansion, making them more deadly to your People than ever!

However, there are friendly Dolphins now in the game, which will protect your Swimmers from the attacks of other Sea Creatures!

NOTE: The red Creature Die is not used with this mini-expansion, but rather is a small gift to those who preferred the engraved red Die from the original blue box edition. Enjoy this little extra gift from Stronghold Games!

NOTE: You must have the base game “Survive: Escape From Atlantis! – 30th Anniversary Edition” to enjoy this expansion.

There has long been a debate in the scientific community: Which creature is mightier, the Whale or the Giant Squid? At long last, you can decide! The Whale and the Giant Squid are pitted against each other here in battle!

But wait… Will they attack each other? Or will they attack your poor escaping people and their boats? Let the battles begin!

In “Survive:The Giant Squid” mini-expansion for “Survive: Escape From Atlantis!”, players add an additional creature, The Giant Squid… and it is hungry! With its long tentacles, The Giant Squid can not only reach into boats to attack people, but it can also reach onto land to chomp on people, making your opponents’ people on land vulnerable as well! The Giant Squid adds a whole new twist to the great game of “Survive Escape From Atlantis!”

“The Giant Squid” mini-expansion includes:

5 Giant Squid Tokens

1 Rules sheet

NOTE: You must have the base game “Survive: Escape From Atlantis!” to enjoy this expansion.

In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. InTerraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.

The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establish greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards.

Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources.

Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation (guess why) and consists of the following phases:

1) Player order shifts clockwise.
2) Research phase: All players buy cards from four privately drawn.
3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table until all players pass.
4) Production phase: Players get resources according to their terraform rating and production parameters.

When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!

NOTE: The third printing of our smash-hit game, Terraforming Mars, is about to hit our warehouse! Orders you have made with your FLGS/FOLGS will ship around the end of July. We will enable ordering / shipping from our website at around this time as well.

Terraforming Mars: Hellas & Elysium, the first expansion for the smash hit game, Terraforming Mars, consists of a double-sided game board presenting two new areas of Mars:

Elysium takes players almost to the opposite side of Mars” equator, with vast lowlands for oceans in the north and a dry, mineral-rich south. Place a tile on Olympus Mons, the highest peak in the solar system, to gain three free cards!

Hellas, the southern wild, includes Mars” south pole and the enormous seven-hex Hellas crater that just begs to become a giant lake. Building around the pole gives you new placement bonuses in the form of heat and possibly even water.

Each of these maps consists of new sets of Milestones and Awards with relevance for that particular map. Place three tiles around the south pole to be a Polar Explorer, for example, or race to have the most estates beside water on Elysium!

This will now show as SOLD OUT, until the game is in the warehouse and shipped to all of the Preorder customers, which we expect to be in mid-July. Sorry for the small delay, as we needed to be sure the product was great for you.

This promo card was released with limited exclusivity during the “Launch Kit” event for the smash hit hot game on Board Game Geek, Terraforming Mars. It is now being made available to the general public.

Small Asteroid – Event
Increase temperature 1 step (and therefore gain 1 Terraform Rating).
Remove up to 2 plant resources from one opponent (since you “accidentally” directed the asteroid to their plantations — After all, redirecting an asteroid is not an exact science).

The Dragon & Flagon is a tavern world-renowned for its most magical drink, The Dragon. Legend has it that one sip of The Dragon can give a hero wondrous abilities beyond their wildest dreams — but with a tavern full of thirsty adventurers and only one flagon left, things are bound to go wrong. Prepare your magic and grab your weapon because there”s only one true objective in this brawl — and it”s not just a sip of The Dragon. Only one can win and emerge with the reputation as the greatest fighter ever seen within the walls of The Dragon & Flagon!

The Dragon & Flagon is a game of chaos and mayhem for 2-8 players. Throw mugs, smash chairs, swing from the chandelier, sip from the legendary Dragon Flagon, cast spells, and pull the rug out from under your fellow adventurers as you attempt to build up your reputation and win the day!

Play as one of nine unique and diverse characters in a 3D tavern environment that can be set up differently every time. Multiple play modes add even more variety.
Will you leave with the greatest reputation from The Dragon & Flagon?

For months you”ve been planning and gathering forces for the largest invasion of the war. Your opponent knows that you are preparing a major strike, but do they know where? Suddenly you receive reports that a spy has gained information about your operation, and the enemy shifts their defensive forces. But do they know the full extent of your plans? Should you call off the invasion and plan for a new attack? Or risk disaster against a prepared enemy?

This is… The Fog of War

The Fog of War is a two-player grand strategic game covering the European theater of World War II from 1940 to 1944. One player plays the Axis forces, and the other the Allies.

The game does not have units that move around a map; instead the game focuses on the planning and intelligence aspects of the war. Each player has a deck of cards that represent the army, navy, and other assets of their nations. A map shows the 28 land and sea provinces over which the players are battling.

You defend a province by placing cards face down on the map. If you wish to attack a province, you must plan an “operation” to do so by creating one on your operation wheel. The wheel is a unique way of forcing players to commit to operations in advance, while giving opportunities for intelligence gathering and bluffing. An operation consists of a province card that shows the target of the operation, plus one or more cards to conduct the attack. All of these cards are placed face down, so your opponent does not know the target of the operation or the strength of the cards that are taking part. Each turn, the dial on the operation wheel is rotated by one position. This controls when an operation can be launched and any attack or defense bonuses that apply.

In addition to combat forces for attack or defense, you may also spend Intel tokens to look at your opponent’s operations and defenses.

The Fog of Waris designed by the renowned game scholar, game podcaster, and game designer, Geoff Engelstein. This is Mr. Engelstein”s first solo design, having co-designed several games previously with his children, Brian and Sydney Engelstein, most notably Space Cadets, Space Cadets: Dice Duel, and The Dragon & Flagon. For Geoff Engelstein”s contributions to the board game hobby, The Fog of War has been designated in the Stronghold Games The Great Designer Series – #4.

In The Golden Ages, you lead your civilizations through history. The game lasts four different eras, during which you develop technologies, create fine arts, erect buildings, and build wonders. You”ll send explorers to discover the continents, found cities in distant lands, and send your soldiers into battles.

The first player starting a Golden Age during an era chooses a “History Judgement” card that states the way all the players will score in that round. Each player who started a Golden Age continues taking money at his turns until all other players have passed.

There are many ways to score points — artists, the judgement of history, wonders, technologies, attacks, money, secret future technologies, etc. — as well as many different ways to achieve a victory. Will you succeed in evolving your civilization through history, overwhelming your opponents on the way to glory? Will you take your civilization into… The Golden Ages!

The Golden Ages – 1st Edition Upgrade Pack is ONLY for owners of the original (Quined) edition of The Golden Ages. Owners of the Stronghold Games (2nd) edition do not need this upgrade pack.

This contains the original 16 Wonder cards, but in full-size/poker-size cards (the original cards were “mini-sized” cards).

These cards provide owners of the original edition with compatibility to the new Stronghold Games edition. Therefore, original edition owners can now use the new Stronghold Games expansion for The Golden Ages — The Golden Ages: Cults & Cultures!

Will your civilization invest in culture, contributing to the birth of new works of art? Will you advance in science and technology, creating great new inventions? Or will you choose to spread your religious beliefs in order to obtain an ever-increasing following? There are many new ways to advance your civilization into The Golden Ages!

The Golden Ages: Cults & Culture expansion adds the ability to play with a fifth player, plus new Civilizations, new Wonders, new Future Technology cards and a new deck of Culture cards. The challenge to reach for The Golden Ages is more exciting than ever!

We all have one common desire – the desire for happiness. As we build our life, taking steps towards The Pursuit of Happiness, we come closer to the realization that happiness lies in the pursuit.

The Pursuit of Happiness is a game in which you take a character from birth and you live the life you always wanted. Using a worker-placement mechanism with time as your workers, you take on projects, you get jobs, you buy items, you establish relationships, you raise families. The possibilities are endless as you live the life you have always wanted.

How much will you be able to achieve in just one lifetime during The Pursuit of Happiness?

Here, where space is endless and time is precious, you face the challenges of a true space commander. From the bustling hub that is your control center, you coordinate your planet’s production, transport, and demand, and travel to other planets to fulfill orders.

However, each of your actions requires the flip of a one-minute sandtimer, and you only have two of these timers. In exactly 30 minutes you must manage as many deliveries as possible, while simultaneously, the other players do the same. So keep a cool head and your communication channels wide open to arrange for the most opportune deals with each of the other players!

Time ‘N’ Space is a game for game for 3-4 players, and plays in exactly 30 minutes! An introductory game is also provided that plays in 12 minutes.

Each player is given 2 one-minute sandtimers which control the actions that the players can take. The sandtimers are used by the players to preform their actions (production, movement of spaceships, pickup and delivery of good). This production management, pickup and delivery game features a most unique dual-sandtimer mechanic, making Time ‘N’ Space a truly one-of-a-kind game experience!

…or the FREE Stronghold Games Timer app can be downloaded for iOS from the Apple Store or for Android from the Google Store to play the either the 30-minute or 12-minute soundtrack and/or just track the game timer. The FREE Stronghold Games Timer app also supports the use of the 2 one-minute timers for perfect digital accuracy!

In a foreboding castle somewhere in central Europe, a strange fear has descended upon the inhabitants. One morning the body of a young girl was found, as pale as a sheet of paper, dry and totally drained of blood. Vampires are on the prowl! Who is the monster who murders innocent during the night? Before the truth will be discovered, more than one person may face unjust accusations thrown out by the devious servants of darkness. Will the vampires be successfully caught before they endanger the entire society, or will the castle and city fall forever into darkness?

Three characters in the castle are vampires. A human investigator is trying to determine which three of nine characters he encounters are, in fact, monsters hiding in human form so that he can eliminate them. The head vampire, on the other hand, must bluff cleverly, present confusing clues, and trick the humans into attacking innocent citizens. By doing this, the vampire can kill the most important characters in the city or conquer the castle.

Vampire Empire is a two-player card game with a lot of bluffing and player interaction. In this very thematic setting, each player possess a unique deck of cards granting different powers, and each player had different goals to win the game!

Life in the Village is hard – but life here also allows the inhabitants to grow and prosper as they please. One villager might want to become a friar. Another might feel ambitious and strive for a career in public office. A third one might want to seek his luck in distant lands. Each player will take the reins of a family and have them find fame and glory in many different ways. There is one thing you must not forget, however: Time will not stop for anyone and with time people will vanish. Those who will find themselves immortalized in the village chronicles will bring honor to their family and be one step closer to victory.

Village is a game full of tactical challenges. A smart and unique new action mechanism is responsible for keeping turns short and yet still tactically rich and full of difficult decisions. Also unique is the way this game deals with the delicate subject of death; as a natural and perpetual part of life in the village, thoughts of death will keep you focused on smart time-management.

Village won the prestigious 2012 Kenner Spiel des Jahres (“Gamer”s Game of the Year”) in Germany, and many other awards around the world. Stronghold Games is proud to be printing the Village, and all the other games in the Village Family, in 2016!

Village Inn, the first expansion for the award-winning game, Village, adds two new buildings to the village: the brewery and the inn. The brewery is a new craft building where you can acquire a new good: beer.

An the Inn you can meet a lot of influential people (in the form of cards), and you can acquire these villager cards by spending beer/coins and time. Each villager card has a unique ability that can be used once per game, giving either points and advantages during the game or additional points at the end of the game for certain achievements.

In addition, Village Inn includes all necessary components for a fifth player.

Stronghold Games is proud to be printing all the games in the award-winning Village Family in 2016!

In the oldest poem of Norse Mythology, the Völuspá tells the story of the endless struggle of powerful gods, dangerous creatures, and forgotten races. Which beings will dominate? Here the story will unfold differently each time, as a new force rises in dominance!

In the game, Völuspá, the players play tiles with twelve different characters and creatures of Norse Mythology, using the power of these tiles to block, capture or intimidate in order to control other tiles and score points. The player who scores the most points by dominating other tiles wins the game.

Völuspá is an easy to learn tile-laying game with great depth. It is a reimagining and retheming of the highly regarded game, Kachina.

Völuspá includes the expansion module Saga of Edda, which offers even more strategic opportunities and replayability!

• An easy to learn tile-laying game with great depth.
• Simple rules: Play a tile; use its power/ability.
• Includes the expansion module, Saga of Edda
• Beautiful artwork by Pierô (Lost Temple)
• Retheming of the highly-regarded game Kachina.

Völuspá: Lightning Bolt is a six-tile expansion for the Völuspá base game. It can be integrated with the Völuspá base game, the Saga of Edda expansion (including in the base game) and/or with the Order of the Gods expansion.

Just as the gods use lightning to zap their enemies, when you add a lightning bolt tile to the playing area, you zap a tile in play and replace it with the lightning bolt, scoring that line at the same time.

- The goddess Freya can permanently increase the value of the other beings.
- The resourceful Dwarf taps the power of neighboring gods.
- The monsterous Niohoggr hoards extra benefits for anyone brave enough to defeat it.
- And the swift flying Raven can score twice in the same turn!

Play these new tiles with the Völuspá base game, or blend tiles from the Order of the Gods expansion with tiles from the Saga of Edda expansion!

Four recommended game setup variants are included, and many other variants are possible, enabling you to enjoy Völuspá and these expansions in many different ways!

The possibilities in Völuspá are more endless than ever! Get this great expansion for Völuspá today!